Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

Voting is open
The randomness of magical loot is in a sense like early ASWAH, in that you are going to encounter unique magical items that are linked to the lore of the world and its peoples rather than just being able to make your own as you will. Not that crafting is off the table, but with the way I have it set up it is going to be a lot more narratively costly. Also you are not swimming on gold so you will have to consider that side of things
Yes, so factoring this in it's better to have a diverse-weapon group of companions, capable of wielding your new loot, rather than hope for loot that fits a more narrowly-build companion.
 
@Goldfish
I'm not opposed to taking Powerful Maneuvers and having at least the option to use Sunder if it becomes useful.
Mostly because it includes Bull Rush, which can also be useful depending on the situation.

But as an aside to the maneuvers, I would be interested in making Tom a Two-Hand Weapon Fighter. Give him proficiency with a group of heavy weapons and let go of the Pikeman's training. We could use someone who can bring in the damage with a two-hander and we can most definitly use someone who can utilize a two-handed weapon if we loot one.

I'm seeing this less like ASWAH and more like a computer-game in regards to loot, we will get relativly random stuff and it's best to have a party-member who can use the magical loot, so having companions with different styles of fighting is valuable on that base alone.
I would be all right with changing his main weapon to a real two handed heavy weapon if ya'll are, I was just wary of doing so because losing his shield hurts his AC and every bit of armor is important in this setting. With a Strength bonus of just +1, he's also not going to benefit greatly from using a two-handed weapon.

So what weapon group would you prefer to go with for a two-handed weapon build, Polearms, Axes, Heavy Blades, or Hammers?
 
Polearms are a nice option, if he can hide behind some of his shield-bearing fellows.
The Bec de Corbin is in that group, but also several other reach weapons that can trip or brace, which is good for versatility.

Alternativly we could not pick a Weapon Focus until we actually loot something worthwhile and Tom can IC train to use it to fullest effect.
 
Polearms are a nice option, if he can hide behind some of his shield-bearing fellows.
The Bec de Corbin is in that group, but also several other reach weapons that can trip or brace, which is good for versatility.

Alternativly we could not pick a Weapon Focus until we actually loot something worthwhile and Tom can IC train to use it to fullest effect.
I would rather go with Weapon Focus for something and have to retrain it the next time he levels up, instead of suffer for the lack of that +1 attack bonus until he finds a better weapon.

Like you said, Polearms is a good category of weapons for him. If something comes along that's better, we'll retrain him, but in the meantime there is no point in half-assing it.

Weapon Focus (Polearms), Deft Maneuvers, Powerful Maneuvers, Improved Initiative, and Weapon Trick (Close Sweep or Haft Bash) seems like a solid build for Tom at level 3. Deft and Powerful Maneuvers are a good investment, IMO, and either Weapon Trick would help to ameliorate the issue of using a Reach weapon. I would lean toward Close Sweep, since it would let him Bull Rush, Reposition, or Trip anyone who got inside his weapon's reach. A Reach weapon plus those options gives a lot of battlefield control.
 
The vote is very scattered and not a lot of people have voted. If you have an opinion on what you would like to use your divination on now is the time to do it.
Adhoc vote count started by DragonParadox on Nov 21, 2021 at 6:23 AM, finished with 26 posts and 6 votes.

  • [X] What can it tell us of the people responsible for the stowaway who hid themselves on and beneath Marcella's using magic and stealth, who tried to slay one of our men through that same magic, then eventually slipped away without us being any wiser?
    [X] Ask for advice on the dead mage's book and notes, to help Zaia and Esha advance their craft.
    [X] What power or powers is responsible for bringing you to this place?
    [X] What do the anjo oru seek to do?
 
If we are willing to pay for less damage, there is the Bill:
Bill – d20PFSRD

When fighting defensively or with total defense, this weapon gives you a +1 shield bonus to AC

And it comes with reach, disarm and brace.

Also there are the Phalanx Soldier and Polearm Master archetypes
 
[X] What can it tell us of the people responsible for the stowaway who hid themselves on and beneath Marcella's using magic and stealth, who tried to slay one of our men through that same magic, then eventually slipped away without us being any wiser?
 
[X] What can it tell us of the people responsible for the stowaway who hid themselves on and beneath Marcella's using magic and stealth, who tried to slay one of our men through that same magic, then eventually slipped away without us being any wiser?
 
If we are willing to pay for less damage, there is the Bill:
Bill – d20PFSRD

When fighting defensively or with total defense, this weapon gives you a +1 shield bonus to AC

And it comes with reach, disarm and brace.

Also there are the Phalanx Soldier and Polearm Master archetypes
Polearm Master would be really good for Tom, though it would lock him into using polearms almost exclusively. That's not necessarily a bad thing.

I was looking at Archetypes earlier, and the one that stands out to me is Drill Sergeant. It would give Tom the Tactician ability, which Roland lost out on by becoming a Courtly Knight. There are a few potential Teamwork feats that would work well for him and us;


Drill Sergeant seems fitting for Tom as well, since he kinda fills that slot for Roland already.
 
Polearm Master would be really good for Tom, though it would lock him into using polearms almost exclusively. That's not necessarily a bad thing.
Eh, Pole Fighting is stricktly worse than Haft Bash Equipment Trick, and the other two abilities are only a +1 effect both, in the range of levels we can reach.

Drill Seargent sounds good, or Two-Handed, though that would take a bit more strenght to really shine.
 
Polearm Master would be really good for Tom, though it would lock him into using polearms almost exclusively. That's not necessarily a bad thing.

I was looking at Archetypes earlier, and the one that stands out to me is Drill Sergeant. It would give Tom the Tactician ability, which Roland lost out on by becoming a Courtly Knight. There are a few potential Teamwork feats that would work well for him and us;


Drill Sergeant seems fitting for Tom as well, since he kinda fills that slot for Roland already.

Well, those feats look nice. I like how he can simply go full, OK, NOW WE HAVE +4 TO SAVING THROWS BITCHES, or STOP, DISARMING TIME.

Also, do the bonuses from having allies with Coordinated Maneuvers stack? Or is it just a flat +2?.

I'm digging the Drill Sargeant, I didn't really know about the teamwork feats, but I like them.
 
Well, those feats look nice. I like how he can simply go full, OK, NOW WE HAVE +4 TO SAVING THROWS BITCHES, or STOP, DISARMING TIME.

Also, do the bonuses from having allies with Coordinated Maneuvers stack? Or is it just a flat +2?.

I'm digging the Drill Sargeant, I didn't really know about the teamwork feats, but I like them.
The bonus from Coordinated Maneuvers is a flat +2 that doesn't stack with itself, but it would stack with bonuses from other sources.

So use it in conjunction with Deft or Powerful Maneuvers and all the relevant maneuvers would have a +4 bonus while the effect lasts.
 
The bonus from Coordinated Maneuvers is a flat +2 that doesn't stack with itself, but it would stack with bonuses from other sources.

So use it in conjunction with Deft or Powerful Maneuvers and all the relevant maneuvers would have a +4 bonus while the effect lasts.

Incredibly useful for quickly neutralizing a group of enemies we don't want necessarily killed. A +4 bonus is really important. It can also be made better if we have a weapon with the disarm feature, the bonus goes to +6, which is really significant.

I'm digging it.
 
A bit of a non sequitur but I just watched the first three episodes of the new Wheel of Time series on Amazon Prime and it is actually decent. Not only do they get across the tone and the themes of the books fine, but they actually improved on some parts like making Mat a bit darker and more conflicted and the big one, they aged up the characters so that Rand and Egwaine were sleeping together at the start of the story which makes their whole story so much more bearable. Even as a teen myself reading those two having relationship woes in the middle of needing to save the world made me want to headdesk. Like' OK GG the world these two are clearly idiots, the Dark One wins by default while they are too busy with awkward melodrama'. :V
 
A bit of a non sequitur but I just watched the first three episodes of the new Wheel of Time series on Amazon Prime and it is actually decent. Not only do they get across the tone and the themes of the books fine, but they actually improved on some parts like making Mat a bit darker and more conflicted and the big one, they aged up the characters so that Rand and Egwaine were sleeping together at the start of the story which makes their whole story so much more bearable. Even as a teen myself reading those two having relationship woes in the middle of needing to save the world made me want to headdesk. Like' OK GG the world these two are clearly idiots, the Dark One wins by default while they are too busy with awkward melodrama'. :V
Good for Rand. I don't think he got laid until book 5 of the WoT series. It's been a couple decades since I read those, so I might be off by a book, one way or another.

I've got high hopes for the show. I'll probably binge it sometime soon.
 
they aged up the characters so that Rand and Egwaine were sleeping together at the start of the story which makes their whole story so much more bearable. Even as a teen myself reading those two having relationship woes in the middle of needing to save the world made me want to headdesk.
I am not sure if I would like this change. Two Rivers had a strict puritanical customs with "sex only after marriage". Relationships with Egwaine ended quite quickly (well, at the measures-of-Wheel-of-Time quickly), and then puritanical upbringing of Rand gave a right edge for Rand-Aviendha-Min-Elayne melodrama. :V

And sex scene with Aviendha Is The Best!
 
Eh... it might just be a personal thing, but it just makes more sense for those two to be as entangled with each other when you have some kind of relationship and not what read to me as a middle school crush.
 
I'll wait until some more episodes are on, but this sounds good.

Unfortunatly I also seem to remember that WoT had a good start and an epic conclusion, but an incredible amount of dragging things out in between. And I usually feel like TV-shows are dragging more than books, which I get through much easier in most cases.

Honestly, this is a series that can do with some reasonable cutting around the middle, resolving a lot of the Aes Sedai/White Tower plots quicker can't hurt anyone but the truest fans of the books while making the whole story shorter and massivly less annoying.
 
OK, vote closed, let's see what we get.
Adhoc vote count started by DragonParadox on Nov 21, 2021 at 10:30 AM, finished with 42 posts and 7 votes.

  • [X] What can it tell us of the people responsible for the stowaway who hid themselves on and beneath Marcella's using magic and stealth, who tried to slay one of our men through that same magic, then eventually slipped away without us being any wiser?
    [X] What power or powers is responsible for bringing you to this place?
    [X] What do the anjo oru seek to do?
 
@Goldfish

Look at this:

Tandem Trip (Combat, Teamwork) – d20PFSRD

You know how to work together to trip your foes.

Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

A line of soldiers attempting a trip with this combat feat, and considering that all of our soldiers have the Deft Maneuvers Feat, means that we can do serious damage to a formation.

An average roll in a d20 goes to 15 in this scenario. Considering the +2 that we already have... we can do some serious disrupting with this feat. -4 to attacks rolls and AC is no small thing to simultaneously inflict to all our enemies.
 
@Goldfish

Look at this:

Tandem Trip (Combat, Teamwork) – d20PFSRD

You know how to work together to trip your foes.

Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

A line of soldiers attempting a trip with this combat feat, and considering that all of our soldiers have the Deft Maneuvers Feat, means that we can do serious damage to a formation.

An average roll in a d20 goes to 15 in this scenario. Considering the +2 that we already have... we can do some serious disrupting with this feat. -4 to attacks rolls and AC is no small thing to simultaneously inflict to all our enemies.
I saw that one, too, but it seems a bit too niche, IMO.

Trip is useful and has its place, but it's not always appropriate for a situation. If we went with Coordinated Maneuvers, it would add a +2 bonus to all maneuvers, so our people could Trip better, Bull Rush better, Sunder better, etc., as needed and even simultaneously during the fighting if necessary, as different people engage different targets.
 
Arc 6 Post 13: In Balefire's Light
In Balefire's Light

Thirty Fourth of Olweje-hamba (Olweje Descending) 1348 A. L. (After Landfall)

All who have ever walked into danger knowingly can recognize its shadow. When silence gathers close close and the heart too loudly beats, when unseen eyes are felt upon the back of one's neck and when the hairs rise up at the nape of one's neck then fear if not your foe, but a friend that might spare you death or worse. So it is in the strange dancing light of the lantern. Now that you look upon it out of the wind and rain it seems a thing wholly apart from the world under the sun, a bale-fire that reveals around it faces pale and distorted, making of the familiar strange, and of the strange uncanny parodies of form.

Antonio seems thinner, twitching as he rubs his hands together by the chill air, Inge seems at once paler and smaller, skin like ivory or bone and Zaia looks be garbed not in robes, but a shroud that binds his arms and legs even as his eyes seem to cast the strange light back brighter than it had been. But it is Esha who is most transformed by the light and she does not seem dead as her father had been, red eyed and hungry, her hair falls a a shadow around a face carved as though by the sculptor's chisel, remote and watchful and the eyes within it burn as the dying embers of some cosmic flame. What must I look like to their eyes? You wonder and yet you are glad that there is nary a looking glass to hand.

"I'll do it," Esha says. "I have more experiences listening to voices in my head than most..." Her smile is familiar even now.

You watch with no small amount of trepidation as she opens a panel in the lantern with a click and darts her hand into the balefire that ripples up her arm, spreading and spreading until she is crowned and cloaked in the thing, eyes wide and unseeing. Then swift as a bolt of lightning the flame is gone and the five of you are left in the dark.

For a moment all you can hear is the sound of Esha's breathing, harsh and quick, then she speaks: "It was an a man in black guise and black of heart, a killer though he did not come to kill. He was here at the behest of another, one who means ill not just to this ship and all upon it but to the world entire." Here her words become far less certain. "I think the intruder was playing with us, perhaps testing us though whether of his own will or by the will of another I could not say." She sighs. "Truths learned in an instant are in an instant lost."

"Well good to know we might be dealing with the son of a bitch in the future..." Antonio begins, but Esha cuts him off.

"Wait there is something else... 'He speaks the Hidden Tongues'. I am not even sure what that is supposed to mean, but it leaves a weight upon the mind."

"Well we know our mysterious trespasser is a man at least," you note as Inge conjures another light. "That and he is one with a poor taste in masters."

"Whatever the case he has seen how we guard against the unseen once, he will be ready for sand upon the threshold and for watchers next time." For his part Zaia does not sound the least dispirited. "We shall just have to me more creative about it..."

Gained Broken Wyrd Lantern (might serve as the base for future enchantments)

What do you do over the last two weeks of the journey to Apuku?

[] Try to learn more of the local tongues from Esha, you will not be able to get by with Anwari in every port

[] Spar with your men, thanks to Inge's healing you can be a good bit freer with live steel

[] Spend some time talking with Silver and getting to know him more

[] Write in


OOC: Admittedly not the most exciting vote, but I did not want to just roll the next encounter die and potentially overshadow the 'who are you in the lightning's glow' moment and divination about the intruder.
 
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