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

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Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 4 (4000/9000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard), Order of the Dragon
Feats: Combat Reflexes, Improved Initiative, Bodyguard (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant

HP: 30/30
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Masterwork Bronze Longsword: +4 (BaB) + 2 (STR) + 1 (MW) = +7 [1d8+2; Critical19-20/x2 Slashing]
    • when using Power Attack: +5 [1d8+6]
  • Cold Iron Short Sword: +4 (BaB) + 2 (STR) = +6 [1d6+2; Critical19-20/x2; Slashing]
    • when using Power Attack: +4 [1d6+6]
  • Lance: +4 (BaB) + 2 (STR) = +6 [1d8+2; Criticalx3; Piercing]
    • when using Power Attack: +4 [1d8+6]
    • when Charging: +6 [2d8+4]
      • w/Power Attack: +4 [2d8+12]
  • Longbow: +4 (BaB) + 1 (DEX) = +5 [1d8; Critical x3; Piercing]
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

STATS:
14 (+2) Strength
12 (+1) Dexterity
13 (+1) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
16 (+3) Charisma

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1

Special:
+2 Resistance bonus vs Mind-Affecting Effects

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 7 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 13
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 7 + 3 (CHA) + 2 (Courtly Knight) = 12
Perception: 7 + 0 (WIS) + 2 (Alertness w/Mount) = 7/9
Ride: 7 + 1 (DEX) = 8
Sense Motive: 7 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 9/11
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Special Abilities:
  • Intercept: An Honor Guard learns to better disrupt the attacks of his enemies. When an adjacent ally is attacked, he may use an Attack of Opportunity to attempt the Aid Another action to improve his ally's AC.
  • Aid Allies: Whenever an Order of the Dragon cavalier uses the Aid Another action to assist one of his allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, and +4 bonus to his Armor Class.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Expert Trainer: The Cavalier receives a +2 bonus (1/2 Cavalier level) whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, a Cavalier can Challenge a foe to combat. As a Swift Action, the Cavalier chooses one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • The Cavalier's melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of his Challenge.
    • Challenging a foe requires much of the Cavalier's concentration. The Cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his Challenge.
    • Whenever an Order of the Dragon Cavalier issues a Challenge, his allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of his Challenge whenever he is threatening the target.
    • Whenever an Honor Guard issues a Challenge, he can select one ally as his ward for the duration of the Challenge. Whenever the Honor Guard is adjacent to his ward, he takes a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Additional Equipment of Note: Cold Iron Short Sword, Steel Longsword

Medallion of Mind Sentinel

Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.

Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.

Spell-Break Shield

Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.


Abilities:
  • +1 AC (Constant)
  • When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
  • Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
  • Broken Arrow of the Mammoth Lord: A broken ivory tipped arrow from a far off land said to have shattered in the flesh of a great warrior as he fought on though pierced many times over, to die only upon the corpse of his foe. The first time the bearer takes more than 20 Damage in a single round the talisman will trigger and grant 2d8 Temporary Hit points and DR 5/Cold Iron for 5 rounds.
Silver
Heavy Horse (Combat Trained, Bodyguard Archetype)
N Large Magical Beast (Augmented Animal)
Init +5; Senses low-light vision, scent; Perception +12 (+14 w/Alertness)

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
Fort +10, Ref +10 (+2 vs Falling), Will +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

OFFENSE:
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS:
Str 21, Dex 20, Con 21, Int 11, Wis 17, Cha 14
Base Atk +4; CMB +10; CMD 25 (29 vs. trip)
Feats: Bodyguard, Combat Reflexes, Light Armor Proficiency (B), Run (B), Sure-Footed Stride
Skills: +13 Acrobatics, +12 Perception (+14 w/Alertness), +11 Swim (+9 w/Armor Check Penalty)

SPECIAL ABILITIES:
  • Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
  • Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
  • Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.

Companions
Name: Zaia of Alexandria
Alignment:
Age: 45
Race: Human (Middle-Aged)
Level: 3
Class: Rogue 3 (Poisoner, Underground Chemist)
Feats: Amateur Investigator (B), Cosmopolitan (Knowledge Astrology & Nature), Improvisational Healer, Skill Focus (Alchemy), Skill Focus (Heal)
Rogue Talents: Swift Poison
Traits: Artisan (Alchemy), Helpless, Scholar of Ruins (Knowledge Geography), Trained Medic

HP: 23/23
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Acid: +2 (BaB) + 1 (DEX) = +3 [1d6+4; 5 splash damage]
  • Dagger: +2 (BaB) + 1 (MW) + 1 (DEX) = +4 (1d4-2 + Poison)
Weapon proficiency: Dagger
Note: = +3/6 of a Rogue Talent from Favored Class

STATS:
7 (-2) Strength
12 (+1) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
14 (+2) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 3 + 1 (DEX) = 4
WILL: 1 + 2 (WIS) = 3

Special:
N/A

SKILLS:
Craft (Alchemy): 6 + 4 (INT) + 1 (UC) + 2 (Artisan) + 3 (SF) = 16
Diplomacy: 5 + 1 (CHA) = 6
Disguise: 6 + 1 (CHA) = 7
Heal: 6 + 2 (WIS) + 3 (SF) + 2 (TM) = 11/13*
Knowledge (Astrology): 6 + 4 (INT) = 10
Knowledge (Geography): 6 + 4 (INT) = 10**
Knowledge (Local): 6 + 4 (INT) = 10**
Knowledge (Nature): 5 + 4 (INT) = 10**
Linguistics: 6 + 4 (INT) = 10
Perception: 6 + 2 (WIS) = 8
Profession (Herbalist): 6 + 2 (WIS) = 8
Sense Motive: 6 + 2 (WIS) = 8
Use Magic Device: 1 + 1 (CHA) = 2

*Against Diseases and Poisons
**Halved when Dealing with the world he now finds himself in due to its strange nature. Does not apply to magical beings

Special Abilities:
  • Non-magical: Knowing no magic Zaia cannot apply it to his Alchemy.
  • Swift Poison: You can apply poison to a weapon as a Move Action, instead of a Standard Action.
  • Poison Use: You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a blade.
  • Helpless: The first time per combat encounter that an ally within 30 feet falls Unconscious or dies as the result of an attack, you are Dazed until the end of your next turn.
  • Scholar: As a man of letters not battle, you do not gain Sneak Attack bonus and instead learn a feat whenever you would gain such, similar to the Adventurer, but able to pick only non-combat feats.
  • Chemical Weapons: You are able to retrieve an Alchemical item as if drawing a weapon. You add your Intelligence modifier to damage dealt with splash weapons, including any splash damage. You add 1/2 your level to Craft (Alchemy) checks.
  • Master Poisoner: You can use Craft (Alchemy) to change the type of a poison. This requires 1 hour of work with an Alchemist's lab and a Craft (Alchemy) skill check with a DC equal to the poison's DC. If successful, the poison's type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. You also receive a bonus on Craft (Alchemy) skill checks when working with poison equal to 1/2 your Rogue level.
  • Amateur Investigator: 4/Day (INT modifier), you can expend one use of Inspiration as a Free Action to add +1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use Inspiration only once per skill check. Your pool of Inspiration refreshes each day, typically after you get a restful night's sleep.
  • Improvisational Healer: When attempting a Heal check that normally requires a healer's kit, you don't take a penalty on the check for not having a healer's kit. When you use a healer's kit, you can augment it with improvised supplies, gaining an additional +2 Circumstance bonus on your check. Finally, you can treat any potion of Cure Light Wounds, potion of Cure Moderate Wounds, or potion of Cure Serious Wounds you drink yourself or administer to another character as though its caster level were equal to the number of ranks you have in the Heal skill. The spell's normal limitations apply; for example, a potion of Cure Light Wounds can cure a maximum of 1d8+5 points of damage, even if you have more than 5 ranks in the Heal skill.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Splash Weapons and Poisons:
3x Acid Vials
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+5)
10x Holy Weapon Balm

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 3
Class: Witch 3 (Ley Line Guardian, Sea Witch)
Feats: Brew Potion (B), Extra Hex*, Extra Hex (Cauldron), Touch of the Sea (Stage One)**
Traits: Easy Target, Savage, Guiding Spirit
Class Features: Patron (Storms)

*Feat consumed to allow the character to take both archetypes
**Benefits apply to Water spells not evil

HP: 15/15
AC: 10 + 3 (DEX) + 1 (Size) - 1 (Easy Target) = 13
Initiative: +3 (DEX)
Attack: +1 (BaB) + 1 (Size) = +2
Spell Save: 10 + 3 (INT) + 1 (Water) + spell level
Weapon Proficiency: Staff

STATS:
7 (-2) Strength
16 (+3) Dexterity
12 (+1) Constitution
16 (+3) Intelligence
10 (+0) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 3 (DEX) = 4
WILL: 3 + 0 (WIS) = 3

Special:
+2 Resistance bonus against ongoing effects.

SKILLS:
Craft (Alchemy): 6 + 3 (INT) + 4 (Cauldron) = 13
Heal: 5 + 0 (WIS) = 5
Intimidate: 4 + 1 (CHA) = 5
Knowledge (Arcana): 6 + 3 (INT) = 9
Knowledge (Nature): 6 + 3 (INT) + 1 (Savage) = 10
Spellcraft: 6 + 3 (INT) = 9
Survival: 5 + 0 (WIS) + 1 (Savage) = 6

Spells Known (CL 3):
Level 0: Detect Magic, Detect Poison, Drench, Guidance, Light, Mending, Stabilize (At will)
Level 1: Cure Light Wounds, Obscuring Mist, Snowball, Touch of the Sea (6/day)

Spell-like Abilities:
Hexes:
Special Abilities:
  • Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
  • Guiding Spirit: Once per day as a Swift Action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a Natural 20, you can use this ability again that same day.
  • Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 4/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4- levels. After performing a conduit surge, you must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become Staggered for a number of minutes equal to the level of the spell cast.


Description: Honey gold crystal bursting forth from roots of silver, this crystal seems more akin to some fruit of the earth than anything mined by the hand of man. Having once been forged for a respected and much beloved midwife and healer of the Boar Folk of Lirman this stone seeks to preserve its bearer against all the ills of the Border Woods, from poison to dark enchantment.

Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Antonio Giustiniani
Alignment: True Neutral
Age: 38
Race: Human
Level: 4
Class: Rogue (Consigliere)
Feats: Drunkard's Recovery, Fast Learner, Master of the Ledger, Persuasive (B)
Rogue Talents: +2d6 Sneak Attack, Charmer, Coax Information, Convincing Attitude, Honeyed Words
Traits: Doubt, Hardly a Fool, Inspiring Speaker, Iron Liver

HP: 30/30
AC: 10 + 2 (DEX) = 12
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
16 (+3) Intelligence
12 (+1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 4 + 2 (DEX) = 6
WILL: 1 + 1 (WIS) = 2

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol

SKILLS:
Appraise: 7 + 3 (INT) + 2 (MotL) = 12
Bluff: 7 + 2 (CHA) = 9
Climb: 7 - 1 (STR) = 6
Diplomacy: 7 + 2 (CHA) +2 (Persuasive) = 11/12**
Knowledge (Local): 7 + 3 (INT) = 10
Knowledge (Nobility): 7 + 3 (INT) = 10
Linguistics 7 + 3 (INT) = 10
Perception: 7 + 1 (WIS) = 8
Profession (Sailor): 7 + 1 (WIS) + 2 (MotL) = 10
Sense Motive: 7 + 1 (WIS) + 1 (Hardly a Fool) = 9/13*
Stealth 7 + 2 (DEX) = 9
Swim: 7 - 1 (STR) = 6

*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.

Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Drunkard's Recovery: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
Boots of Cat's Luck

Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha
Alignment: Unknown
Age: Unknown
Race: Dhampir
Level: 3
Class: Arcanist 3 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider)
Traits: Unidentifiable Appeal, Outcast's Intuition, Self-Doubting, Subjective Truth
Class Features:

HP: 11/11
AC: 10 + 3 (DEX) = 13
Initiative: +3 (DEX)
Attack: +1 (BaB)

Weapon proficiency: Staff

STATS
8 (-2) Strength
16 (+3) Dexterity
10 (+0) Constitution
17 (+3) Intelligence
8 (-1) Wisdom
14 (+2) Charisma

SAVES:
FORTITUDE: 1 +0 (CON) = 1
REFLEX: 1 +3 (DEX) = 4
WILL: 3 -1 (WIS) = 2

Special:
-2 to the next will save after failing the first will save of the day

Spells Known (Arcanist Level 3):
Level 0: Disrupt Undead, Ghost Sound, Guise of the Dead*, Ray of Frost, Mage Hand, Detect Magic,Read Magic, Penumbra, Daze, Prestidigitation
Level 1: Cause Fear, Chill Touch, Rite of Centered Mind, Lock Gaze, Recharge Innate Magic, Expeditions Retreat, Sleep, Mindlink, Magic Weapon

Spells Prepared (CL 3**):
Level 0: Disrupt Undead, Ghost Sound, Guise of the Dead*, Ray of Frost, Prestidigitation, Detect Magic (At Will)
Level 1: Magic Weapon, Chill Touch, Expeditions Retreat, Sleep (4/ Day)

*DR is Silver not Cold Iron
**+1 Against Dispelling (Outcast's Intuition)

Spell-like Abilities:
Arcane Exploits (Arcane Pool 4/6)
SKILLS
Bluff: 6 + 2 (CHA) + 2 (Subjective Truth) = 10
Diplomacy: 6 + 2 (CHA) + 1 (Unidentifiable Appeal) = 9
Knowledge (Religion): 6 + 3 (INT) = 9
Sense Motive: 6 - 1 (WIS) + 1 (Outcast's Intuition) = 6
Spellcraft: 6 + 3 (INT) = 9
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

Special Abilities:
  • Light Sensitivity: You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
  • Consume Life: By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a full-round action, you can consume the life energy of a helpless living creature, killing it.
  • This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your arcane reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
@DragonParadox, I've updated everyone's character sheets with the Talismans we recently purchased.
 
@Goldfish
Since DP already agreed to allow for Tom's Drill Seargent transformation to happen before the dragon-fight, we should propably add that as well.

Besides that, what would you suggest the Knikut shaman with us should prepare?

Even if I can't convince you that this is our best shot, we should still try to make the best of the vote that might still win.
@DragonParadox
On that matter, would you mind telling us what the Knikut (shaman and fighters) are mechanically, since we spend some time with them by now?
 
@Goldfish
Since DP already agreed to allow for Tom's Drill Seargent transformation to happen before the dragon-fight, we should propably add that as well.

Besides that, what would you suggest the Knikut shaman with us should prepare?

Even if I can't convince you that this is our best shot, we should still try to make the best of the vote that might still win.
@DragonParadox
On that matter, would you mind telling us what the Knikut (shaman and fighters) are mechanically, since we spend some time with them by now?
Gimme a few minutes to see what I can come up with.
 
*thinks about giving vague descriptions*
*considers who is asking*

Probably best just to post this. :V

The shaman is a level 3 unsworn shaman which makes her very flexible for her class:

Shout out for @Artemis1992 who actually made this sheet form the specifications way back when you met her.

Name: Tender
Alignment: TN
Age: 19
Race: Neanderthal
Level: 3
Class: Shaman (Unsworn)
Feats: Spiritual Guardian, Extra Hex (Scar)
Traits: Gifted Adept (Spiritual Weapon), Spirit Talker
Class Features: Minor Spirit (Varies), Hex (Varies), Spirit Animal (Turtle), Wandering Spirit, Spirit Magic
Effectivly the Shaman has two different spirits each day, one from the baseline Minor-spirit, one from Wandering Spirit. He can choose only one Hex, but gets both Spirit's Abilities and can use either of their spells via Spirit Magic.

HP: 23/23
AC: 10 +4 (Armor) +1 (Racial) +1 (Familiar) = 16
Initiative: +0 (DEX)
Attack:
  • Bloodlight +2 BAB +2 (STR) +1 (ENH) = +5 (2d6+ 4 /Crit 19-20 x2)

Weapon proficiency: Club, Mace, Greatclub, Greasword

STATS (racial adjustments included):

14 (+2) Strength
10 (+0) Dexterity
14 (+2) Constitution
10 (+0) Intelligence
16 (+3) Wisdom
9 (+0) Charisma


SAVES (+4 Against Fear):
FORTITUDE: 1 +2 (CON) = 3
REFLEX: 1 +0 (DEX) = 1
WILL: 3 +3 (WIS) = 6 (+2 vs Illusion and Enchantment)


Spells (Shaman CL 3):
Cantrips: Stabilize, Purify Food and Drink, Detect Magic, Create Water
1st: Cure Light Woundsx2, Sleep, 1 Slot for Spirit Magic
2nd: Spiritual Weapon, Calm Emotions, 1 Slot for Spirit Magic




SKILLS
Heal: 6 + 3 (WIS) = 9
Knowledge (Nature) = 4
Knowledge (Religion) = 5
Spellcraft: 6
Survival: 6 +3 (WIS) = 9

Special Abilities:
Depends on Spirits

Equipment:
Ice Coat, Bloodlight

Bloodlight:
A weapon quite unlike the other Stout Folk's obsidian-studded clubs and maces, most likely a trophy of past battles. The weapon is not unhappy with these circumstances, as blood continues to be spilled.
This weapon, exchanging Gorum's name for Olweje.

The rest of the band are all level 3 barbarians with big obsidian studded clubs who make use of Strong Maneuvers and just plain hitting very hard in barbarian fashion.
 
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@Goldfish
So, that is one more point for fighting the dragon right now.

We have 3 meatshields with big D12 HD and racial boni to both HP and Constituation.
And a very flexible shaman who can be a healer with more juice in the tank than even Inge, or a decent combatant herself.

Even if we don't use the sailors and all, we can take the Dragon 20 to 1, with good preparation, with good healthpools and high damage.

It don't see use get much better than that over the journey. More mercenaries are nearly redundant, as only so many people can fight at once. And a single level for Esha or Inge would not matter than much.
 
Even if we don't use the sailors and all, we can take the Dragon 20 to 1, with good preparation, with good healthpools and high damage.

The sailors are not up to dragon fighting, none of them are warriors. I mean sure they signed up for a dangerous journey in which they might resonably have to fight pirates, but there is a rather large difference between 'sailor on perilous waters' and 'would be dragonslayer'.
 
The sailors are not up to dragon fighting, none of them are warriors. I mean sure they signed up for a dangerous journey in which they might resonably have to fight pirates, but there is a rather large difference between 'sailor on perilous waters' and 'would be dragonslayer'.
Fair.
I wouldn't have used them anyway, but some people mentioned them before.
 
@Artemis1992, here's what I'm thinking. Tender can be a good healer, but that's unnecessary here. Inge can heal via spells and her Healing Hex, plus we've got a lot of CLW potions. It's better for Tender to focus on buffing, IMO.

Tender's Spells:
1st Level: Bless, Magic Weapon x2, Enlarge Person (via Mammoth Spirit)
2nd Level: Bear's Endurance x2, Bull's Strength (via Mammoth Spirit)

Spirits:
Mammoth Spirit:
-Spirit Ability: 3/Day Mammoth's Hide (+2 Enhancement bonus to Natural Armor)

Use Bless for everyone, Magic Weapon on the weapons for two of her people's weapons (the best Knikut fighter among them), Bear's Endurance on one of them, then Bear's Endurance, Bull's Strength, and Enlarge Person on their best fighter. Then she uses her Mammoth's Hide spirit ability on all three of them, too. It might seem like all of those buffs should go on Roland, but that wouldn't make the most sense for Tender as the healer and Shaman for her people, plus whichever one gets the Enlarge Person effect will be the most obvious threat to the Dragon and more likely to get the majority of its attention. With the buff's and a Barbarian's Rage, that particular meat shield will be quite tanky and very dangerous. If she insists on fighting, she should include herself as one of the people benefiting from Bear's Endurance, Bull's Strength, and her Mammoth's Hide ability. Her magic sword is good and it will let her Rage, too.

As for Esha, she's another one that doesn't have any business trying to fight here. She doesn't have the right spells for it. Instead, she should just prepare Magic Weapon and cast it on the weapons used by Roland, Tom, and two more of our people. The damage and attack bonus will be very much appreciated.

Esha's Spells:
1st Level: Magic Weapon x4

Zaia can't cast anything and he's not much of a combatant. He shouldn't be involved at all, except to equip our people and to be waiting well off the sidelines ready to administer CLW potions. Any vials of acid he has should be distributed among our people to use as part of an opening attack, if that can be managed.

Inge should only be involved at the very beginning to cast one Conduit Surge enhanced Snowball spell to hopefully get a good hard 5d6 damage hit before things go wild. It might not even be worth endangering her for this, given her relative fragility and importance.
 
Head's up, @Travler66, @silvanknight, @Tomcost, @Snowfire, I'm changing my vote to fight the Dragon now. I've kinda talked myself into it after looking over our combat assets, especially the Knikut @Artemis1992 reminded me off.

@Mormont, I'm leaving off the part about poisoning the Dragon, as I wrote that plan before we knew it was Immune.

[X] Face the Jade Beast
-[X] Set some men on building Pavises
-[X] See if Antonio can improvise some overstrenght nets from the ships rigging (not Marcellas)

[X] Tom, The Fighter'ing
-[X] Attributes: 12 STR, 10 DEX, 13 CON, 10 INT, 10 WIS, 8 CHA
-[X] Class: Fighter 3
--[X] Archetype: Drill Sergeant
---[X] Teamwork Feat: Coordinated Maneuvers
-[X] Favored Class Bonus: +3 Hit Points
-[X] Trait: Wary (Perception)
-[X] Feats: Deft Maneuvers, Improved Initiative, Pikeman's Training, Powerful Maneuvers, Weapon Focus (Spears)
-[X] Skill Points (9 points): +1 Climb, +1 Survival, +1 Swim, +3 Perception, +3 Ride
 
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[X] Face the Jade Beast
-[X] Set some men on building Pavises
-[X] See if Antonio can improvise some overstrenght nets from the ships rigging (not Marcellas)
 
Head's up, @Travler66, @silvanknight, @Tomcost, @Snowfire, I'm changing my vote to fight the Dragon now. I've kinda talked myself into it after looking over our combat assets, especially the Knikut @Artemis1992 reminded me off.

@Mormont, I'm leaving off the part about poisoning the Dragon, as I wrote that plan before we knew it was Immune.

[X] Face the Jade Beast
-[X] Set some men on building Pavises
-[X] See if Antonio can improvise some overstrenght nets from the ships rigging (not Marcellas)

If you think we can do it, then I'll still vote for you.

Any tactical thing to be decided yet? I mean, how do we open this, which maneuvers we use, if we try to simply tie down the dragon or its snout, etc.
 
[X] Goldfish

Well, glad that arguing actually works sometimes, even if only to remind the tactical fish of things he uses to convince himself.
 
Added Tom's retraining plan, slightly altered from its original form, to my vote as well. Eventually we'll be able to arm him with a more useful polearm of some sort, but for now he's a spear fighter. That means keeping Weapon Focus (Spear weapons) and Pikeman's Training so he can use his spear and still benefit from his shield's AC bonus.
 
Tender's Spells:
1st Level: Bless, Magic Weapon x2, Enlarge Person (via Mammoth Spirit)
2nd Level: Bear's Endurance x2, Bull's Strength (via Mammoth Spirit)

Spirits:
Mammoth Spirit:
-Spirit Ability: 3/Day Mammoth's Hide (+2 Enhancement bonus to Natural Armor)

Use Bless for everyone, Magic Weapon on the weapons for two of her people's weapons (the best Knikut fighter among them), Bear's Endurance on one of them, then Bear's Endurance, Bull's Strength, and Enlarge Person on their best fighter. Then she uses her Mammoth's Hide spirit ability on all three of them, too. It might seem like all of those buffs should go on Roland, but that wouldn't make the most sense for Tender as the healer and Shaman for her people, plus whichever one gets the Enlarge Person effect will be the most obvious threat to the Dragon and more likely to get the majority of its attention. With the buff's and a Barbarian's Rage, that particular meat shield will be quite tanky and very dangerous. If she insists on fighting, she should include herself as one of the people benefiting from Bear's Endurance, Bull's Strength, and her Mammoth's Hide ability. Her magic sword is good and it will let her Rage, too.
Adding to that, for her second spirit (via Wandering Spirit) she can take Lore.
The basic spirit ability gives a nice bonus in a fight and the identification might even give us an idea why this dragon is slightly different from what dragons should be (with its dream-abilities).
 
What's the mechanical effect of pavises? Do they decrease damage or do they increase a chance to dodge with dealing with a breath weapon?

Its it simply a +2 to reflex saves?
 
What's the mechanical effect of pavises? Do they decrease damage or do they increase a chance to dodge with dealing with a breath weapon?

Its it simply a +2 to reflex saves?
Mechanically my idea for them was to provide cover for people not in the first row and thus in direct melee-contact with the dragon.
That would be a +2 reflex bonus against its breath, as well as a +4 to AC if it uses its reach to try and attack someone other than our designated tanks.

This is both useful in the first round to weather the dragon's first strike, and in later round incase someone almost dies and we can try to drag him into cover so healing potions can be applies.
 
Ok, we have just had a major vote change on a contentious vote. I think I will be doing an informational post on the otter kin next just to make sure everyone sees this and has the time to debate and if they wish re-vote.
 
So, with an average of 96 HP for a very young forest dragon (I'm assuming we are not being saddled with a CR 10 fight), we need an average of 27 or 28 d6s to land as damage.

This is doable in a couple turns, I guess. But we need to really focus on DPS.
 
Peoples and Places: Children of the Swift Waters
Children of the Swift Waters
Peoples of the World

-Inscribed by Zaia of Alexandria

It is a fact generally accepted that of all the forms of the world it is the form of man that is nearest to God and that which has been endowed with reason, with prudence, justice, fortitude and temperance. Yet it has become clear to me in these past seasons that this is not a exclusive gift of the Sons of Adam and Daughters of Eve, but rather that to us it is given by nature which to others is offered only in circumstance. I have in the travels of the Marcella encountered many men of this new land hailing from the warm lush lands beyond the desert to the icy wastes of the north whence we are at this moment still traveling and never have I doubted that, behind the strange manner and inscrutable language there must be a mind much like my own, if informed by the manner of their birth, as Herodotus apportioned the peoples of the ancient world by the climate which shaped it.

Upon first conversing with the steed of one of my companions in the tongue of man I found the experience at once fascinating and oddly dream-like. What must it be like to awaken at once with the keys to language and the foundation of thought upon which it rests? I recognize now that this was as the delighted wonder of a child upon receiving a new toy and did not give due credit to the true implications of reason in the form of a beast.

I was remedied of my error when in the first moon-turn of fall on the first year of the journey I came upon the hall of those who called themselves the People of Willowbrook and whom my companions took to calling otter-kin and not without reason. Though there are clear physical distinctions between them and common beasts of that line it is the similarities that are most striking

[Included here is a drawing of two otter-kin, one male and one female in the skilled but somewhat rough hand of one of the sailors. It is assumed that Zaia either found the man by a stroke of fortune or was instrumental to him getting a berth abroad the Marcelle in order to aid in his studies]

Theirs is a life beside and in the water and from it they derive much of their sustenance, of which they require quite a significant portion beside their small stature. Though they both forage and hunt small game like rabbits and squirrels they are by no means a match for the beasts of this land. Even a fox could be the death of an adult otter-kin, a wolf could make a meal of several of them and as to the large Northern Lions, of which I confess I am glad to have not yet encountered, one can only assume the beasts count hunting them beneath their note, and yet the People not only survive but thrive in this harsh land where summers are fleeting and winters are heavy and fierce. This is due to the fact that the sort of internecine conflict which defines much of human interaction is absent in their ranks.

Though their accoutrements are simple, some might even say crude, the means by which they are apportioned shows no sign of lordship or mastery of one over the other and are instead apportioned to each by what is needed, which is generally speaking a matter of long tradition, for they have lived in this manner for many of their brief generations. Even their manner of rule would be most strange to all the princes of the world for the foremost among them is the 'Voice', whose skill is said to be turning the desires of many into a path along which the whole clan may walk.

[Drawings of weapons and tolls, particularly ones used for fishing are, included here, alongside the a swiftly sketched image of flint knapping]

It would be from here most convenient to deduce that this must then be a folk Un-Fallen, for behold they know no shame in their nakedness, they do not covet wealth or power and so forth. As one who has been received handsomely into their halls, as well as trusted in a delicate manner which I shall not here recount I could here spill much ink in praising them and not, I would judge, in a wholly slanted manner. Yet that is not the kernel of truth at the heart of this meeting. The people of Willowbrook are shaped by their environs to a manner far more dramatic than various human nations are by the climes of their birth lands. Were they to make war in the manner of men they would swiftly break up into groups too small to endure the harsh land, were they to attempt to cover themselves in the hides of other beasts their blood would soon grow too warm in their veins. In truth they do possess both a love of beauty and a desire to adorn themselves with it which only the sharp whit of the philosopher can fully separate.

[Amber and bone adornments feature prominently in this section]

It is my belief that in looking upon such peoples and others who are alike to man but not him, we might learn important lessons about ourselves as beings spiritual and sublime and as children of simple happenstance.

OOC: A bit more about Zaia the chronicler as well as a handy post to read more about the otter kin from a more detached PoV, but also a glimpse into his personal philosophy, as impacted by his readings of theology and ancient philosophy both.
 
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So, with an average of 96 HP for a very young forest dragon (I'm assuming we are not being saddled with a CR 10 fight), we need an average of 27 or 28 d6s to land as damage.

This is doable in a couple turns, I guess. But we need to really focus on DPS.
Inge can contribute Snowballs, as the dragon should not have any SR yet.

Tender and the Neanderbarians (new bandname, gonna trademark) have very good damage output.

Roland is not much of a damage-dealer, but can help keeping people alive and hits with good AB.
Esha and Zaia are mostly out, as Goldfish explained.

Our spear- and bowmen will make a steady stream of attacks, each with a low but real chance of x3 damage from critting.
 
Inge can contribute Snowballs, as the dragon should not have any SR yet.

Tender and the Neanderbarians (new bandname, gonna trademark) have very good damage output.

Roland is not much of a damage-dealer, but can help keeping people alive and hits with good AB.
Esha and Zaia are mostly out, as Goldfish explained.

Our spear- and bowmen will make a steady stream of attacks, each with a low but real chance of x3 damage from critting.

Should we also open with a charge with our lance?

Also Silver will be participating, right?
 
Voting is open
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