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

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OOC: Wanderer is a 10 point buy character with 16 STR and CON, 14 DEX, 8 WIS and INT, and 10 CHA after the racial adjustments from here. I was going to give you a sheet, but am positive that even if you do choose barbarian you are going to want to make changes. Speaking of changes, because the Neanderthal species does not have any racial feats you can use the orc ones within reason, so no blatant supernatural feats like Fire God's Blessing.
To make this work with only a 10 point buy, Wanderer's Dexterity should only be 12 rather than 14. I wouldn't say not to the extra points, but figured it would be easier to fix now than later.
 
To make this work with only a 10 point buy, Wanderer's Dexterity should only be 12 rather than 14. I wouldn't say not to the extra points, but figured it would be easier to fix now than later.

I did it with the same calculator I used for Roland's points and that is what it came out with when accounting for the +2 STR and CON from the race. I think that is accurate.
 
I did it with the same calculator I used for Roland's points and that is what it came out with when accounting for the +2 STR and CON from the race. I think that is accurate.
I used the Myth-Weavers point buy calculator.

Myth-Weavers

Myth-Weavers is an online community that focuses on play by post gaming. We are home to hundreds of active games, many still recruiting. Our character sheet system supports dozens systems, including d20, GURPS, WoD, and even the new D&D4e. Come join our ever-growing community of thousands of...

Just double checked, with the +2 STR and CON, and -2 INT, the closest I can get with 10 points is 16 STR, 12 DEX, 16 CON, 8 INT, 8 WIS, 10 CHA.
 
I used the Myth-Weavers point buy calculator.

Myth-Weavers

Myth-Weavers is an online community that focuses on play by post gaming. We are home to hundreds of active games, many still recruiting. Our character sheet system supports dozens systems, including d20, GURPS, WoD, and even the new D&D4e. Come join our ever-growing community of thousands of...

Just double checked, with the +2 STR and CON, and -2 INT, the closest I can get with 10 points is 16 STR, 12 DEX, 16 CON, 8 INT, 8 WIS, 10 CHA.

That is what I said 8 WIS and INT, as in both of them are 8. Sorry for the confusion.
 
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@DragonParadox, so we have any spare armor lying around Wanderer can wear? I'm assuming we don't at the moment. Will he need training before he can use armor?

What about his weapon? Is he using a spear because that's his preference, or just what is available? Can he use something like a greataxe or greatclub, maybe even an Earth Breaker?

I'll put together a character sheet for him this evening with his current equipment. We can always update it when he gets better gear.
 
Otter-kin Characters
Otter-kin Characters

Otterkin are usually commoners when young though their natural inclination to explore the world and develop their skills lead to most of their elders growing into experts by their fourth or fifth year. A peaceful folk by both inclination and the necessity of their small size otter-kin rarely become fighters, barbarians or even warriors. When they do take up arms as a calling it is usually as rogues or rangers. to date no otter-kin mages have been seen. The one tale you know of such ended in tragedy

Magical Beast: As magical beasts otter-kin have low light vision and dark-vision of 60 ft.

Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Speed:
  • Otter-kin have a base speed of 20 feet on land owing to their aquatic adaptation and small size
  • Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Ability Scores: Otterkin gain +2 to Dexterity and Intelligence, but a -2 to Wisdom, they are quick of hand and wit, but their curiosity often gets them into trouble

Thought-speech: Otter-kin are able to communicate with any other creature within 60 ft that has a language, this communication is through but not always perfect, particularly when dealing with abstract or arcane concepts the otter-kin is not familiar with. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Otterkin lack the mechanisms to vocalize complex language. This is a Supernatural Ability.

Hold Breath: Otter-kin can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Heed the Inner Voice: While they cannot 'read minds' some of the deeper meanings of others sometimes slip through and are heard by an attentive otter-kin, allowing them a better sense of who to trust and who to send off with stones in the dark; +2 Racial Bonus to Sense Motive

Quick Reactions: Otter-kin receive Improved Initiative as a bonus feat.

OOC: In preparation for tomorrow here is the otter-kin race, there are no rules for magical beast races in pathfinder, but I think this works well enough. In terms of RP they are among them more expensive races especially with the custom telepathy ability in place of a language.
 
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@DragonParadox, so we have any spare armor lying around Wanderer can wear? I'm assuming we don't at the moment. Will he need training before he can use armor?

What about his weapon? Is he using a spear because that's his preference, or just what is available? Can he use something like a greataxe or greatclub, maybe even an Earth Breaker?

I'll put together a character sheet for him this evening with his current equipment. We can always update it when he gets better gear.
  1. You have the armor you took off Tam, you did not bury him in the armor that stuff is expensive, that said Wanderer will need training to use it
  2. He can use a club, it is just that a spear with a metal tip is more prestigious so he prefers that, if you make him a club with metal on it he will happily use it
 
Very nice write-up for the Otter-kin, @DragonParadox. With their various size bonuses and racial attribute bonuses, those guys could make frighteningly effective Rogues.

It's all fun and games until the cute little mammal creature scurries up your trousers and Sneak Attacks your scrotum... :ninja:
 
Looking at this, I'm surprised that our current fame in The White Lands is 1/10 considering we stopped a demon plot and prevented two tribes from killing each other.

Unless it was just a tiny bit of not!britan?

It was a pretty important part of Alt!Britain, but this is a large and sparsely populated land and you showed up in Autumn just as travel was slowing down in preparation for winter, as the tales travel you may get one more fame point passively.
 
can Wanderer use orc weapons??? if so Orc Weapon Expertise (Combat, Orc Defender) looks good +2ac with a two handed orc weapon
Blood Vengeance if one are boy (allies)get knock out or killed as a free be we get a +2 str +2con
Born Alone (Orc) kill a guy get temp hp till are next turn not supper use full but not bad
 
So, something like a mace or even a maul?

Yeah, that sounds good

can Wanderer use orc weapons??? if so Orc Weapon Expertise (Combat, Orc Defender) looks good +2ac with a two handed orc weapon
Blood Vengeance if one are boy (allies)get knock out or killed as a free be we get a +2 str +2con
Born Alone (Orc) kill a guy get temp hp till are next turn not supper use full but not bad

As long as the weapons are not too silly, sure go for it, though keep in mind you will have to order those forged.
 
@DragonParadox, here's a character sheet for Wanderer. I've left the Alignment and Age sections ???'d, as usual.

In his special abilities, I included the Neanderthal's racial Hatred ability, just in case you want to keep it. TBH, the race seems fairly strong without it, so removing it entirely wouldn't bother me. If he keeps it, though, I think it might need to be pointed at different enemies, maybe Fey or some other gribblies?

Wanderer is really beefy for a 2nd level character, even more so when he Rages, though his AC is subpar (especially when Raging). We need to get him trained up to wearing armor ASAP. It shouldn't take him long to get acclimated to wearing a Chain Shirt, since that's just light armor.

Name: Wanderer
Alignment: ???
Age: ???
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Special: Hardy (+6 HP), Low-Light Vision, Hatred, Mental Fortitude
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)

HP: 33/33
  • HP w/Rage: 39/39
AC: 10 + 1 (Natural) + 1 (DEX) = 12
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 10
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 9
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1
Attack:
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
      • when using Power Attack: +6 [1d8+8]
        • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0

Special:
+2 bonus to Will and Fortitude saving throws while Raging.
+2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Hatred (Ex): You receive a +1 bonus on attack rolls against Goblins, Kobolds, and Ogres.
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear
 
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Adhoc vote count started by DragonParadox on Jan 6, 2022 at 3:30 AM, finished with 49 posts and 8 votes.
 
Arc 9 Post 7: Stories Swift and Measured
Stories Swift and Measured

Twenty Sixth Day of Ashinu-hamba (Ashinu Descendant) 1348 A. L. (After Landfall)

In the end Wanderer chooses to stay true to the ways of his fathers, though you took care to lead him to the fires of your company and announce that he would hence forth serve just as they did and for like pay. Though the smiles had been hesitant in some quarters the warning chill of the evening and the warmth of the fire had made sure that the toasts would be many and long.

On the next day it begins to snow, the first drifting snowflakes coming with the dawn, then faster and faster until your journey to Willowbrook is made among swirling white that brings to mind more February than November that Zaia insists this would be according to the turning of the stars. Soon you lose the small dark forms of your otter-kin guides though their silent voices urge you on. Still, between Silver under you, Inge nestled against your chest and Swift Pebble choosing to ride on your shoulder you certainly do not lack for company.

While Silver is saving most of his attention for the path and Inge reads one of the mental sheeted books in Zaia's alchemical library by the light of her own conjuring the little otter is more than happy fill the time with talk. Particularly talk of 'adventures' in the northlands, asking all manner of questions and clarifications so that she would not miss anything in the story to her kin.

"Perhaps talk of daemons stealing the bodies of men might prove a bit too frightening," you note gently, though to little effect.

"What's there to be scared of? It's not like there are any of them here, are there? I was scared too when the Wyrdoki were shouting and banging their swords, and then they were fighting and there was blood, and then the fake shaman went crack and he made big wings and then he whooshed and then there was more blood and fighting. But we won in the end, the big fire was free and the tribes made peace. I wanted to go see the big fire, but I didn't want to stick my nose in where I did not belong. I didn't fight at all..."

One of the advantages of speaking thus is that one does not have to take any breaks for breath, you realize, biting back a smile at the sheer bubbling excitement.

"If we had been unable to speak to the Wyrdoki save by the intercession of their then foes likely as not we would not have peace now," you finally cut her off. "You helped a great deal."

For a moment there is shocked silence save for the sound of the wind and the crunch of hooves against stone. "Thank you thank you thank-you thankyou..." The words crash into each other until all you can feel is the sense of wordless gratitude like the warmth from a merrily crackling fame. "I mean, I'm happy you think so, but do you think that I could fight?"

Well isn't that a question to be asking a little while before seeing her kin again. It does not take a seer to guess why she would ask that now of all time. Ultimately the choice is hers, all you can do is give honest answers. "I think your folk managed to not only stay safe against all the perils of this land but keep those who would disturb the beast of the cursed hills away, no small feat that. If you wish to learn how to fight and train diligently I am certain you will do well."

The hum of contentment rises even higher, then falls a little to some other thought, melancholy perhaps. "You have been fighting for a long time right, years and years?"

A span that means more to the short-lived otter-kin then to men,
you think regretfully as you agree.

"Why though, why do this and not some other thing? Why not stay in the hall where it's warm and safe?" Swift Pebble presses.

"For one it is a thing I do well, fighting and leading alike. I suppose I would make a decent cook..." at the dubious sounding snort from Silver you pointedly add: "and a good stable hand. Otherwise I do not have many skills save for lordship, but land is not..." You shake your head, that would be a lie, or at least close to it. You certainly are not working to gain any land to rule over by traveling into the farthest north on a perilous trading expedition. "I want to see the world and all its marvels and to do what good I might along the way." There is a pause, enough for two steps from Silver. "though I won't say no to any gold along the way," you laugh.

The men behind you must have heard that last one because out of the swirling snow there come calls of: "Hear, hear" and "For Verley."

"That sounds nice," Swift Pebble says, more slowly. Resolve grows in her voice. "I think I will come too." She pauses a moment, then asks. "Could you tell my parents how it's not that dangerous and I will be alright and come back knowing stuff about the south?"

What do you reply?

[] Agree, try to calm the fears of her parents as best you can

[] Decline, it is not your place to meddle in such things, perhaps her family will persuade Quick Pebble to stay, but if so then it is for the best

[] Write in


OOC: Right now Quick Pebble is Commoner 2, but otter-kin are swift to learn, both in retraining and leveling up.
 
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@DragonParadox, doesn't her name translate to Swift Pebble rather than Quick Pebble, or was our earlier translation of it a misunderstanding?
 
@DragonParadox
Something I forgot at the last social vote, I think we might have wanted to ask Esha about her refusal to make the vow about Necromancy when we first met Ziku and the Danuk.

Back then just not swearing was the best option (in my opinion), but I would like to hear her reasoning.
 
We shouldn't try to lie to the Otter-kin. Not only because that's a bad way to treat friends, but also because Roland's Bluff skill isn't great and all Otter-kin have a +2 racial bonus to Sense Motive, which more than offsets their -2 Wisdom penalty. Given their telepathic nature and the close community of Willowbrook, it wouldn't just be Swift Pebble's parents we would need to fool, but all of the Otter-kin, and that just isn't going to happen.

[X] Decline, it is not your place to meddle in such things, perhaps her family will persuade Swift Pebble to stay, but if so then it is for the best
-[X] Assure her that we will also tell them of their daughter's bravery, of how she followed us into a dangerous situation and if not for her assistance, it is almost certain that very many people would have died and that a great evil even worse than the sleeping Dragon would have been unleashed upon the land. As far as we are concerned, Swift Pebble is a hero.
 
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