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

Voting is open
I'm excited about the Otter-kin burrow, y'all. Wayfarer's Respite is a great location for Otter-kin, with plenty of room for them to expand. We could help them establish a new colony here.

Having Otter-kin who can help with guard duty at night will always be a big advantage for us, too. Low-light Vision, Darkvision, and Telepathy are a great combination.

If things work out where we can make another trip to Stormheaven to purchase more tin next year, we could maybe convince another group of Otter-kin to come to Wayfarer's Respite. Not that we should depopulate Willowbrook, but having another safe place for them to live would reduce the population pressure there.
 
@Goldfish i forgot to ask why do you plan to get Esha an extra hit point instead of an extra skill point to Arcana or UMD?
She's super fragile and doesn't get any bonus HP per level because her Constitution modifier is +0.

And I'm not sure how useful UMD will be in this setting, given the lower prevalence of magic and even greater rarity of magic items she would need the skill for. I'm not really opposed to putting a point into it or another in Knowledge (Arcana), but the point would have to come from somewhere else, maybe Diplomacy or Knowledge (Religion) on this coming level up?
 
Ok I understand for some reason I thought Esha had more hp but I checked her sheet rn and she only has 11 hp oof.
 
Ok I understand for some reason I thought Esha had more hp but I checked her sheet rn and she only has 11 hp oof.

Yeah, there is a reason she took up the archetype that grants Temp HP as one of its first boons.

Also the reason why OOC I did not want to give her the standard dhampir Negative Energy Affinity when no one in the party had inflict spells. I did not want to risk her dying too easy to something silly
 
Yeah, there is a reason she took up the archetype that grants Temp HP as one of its first boons.

Also the reason why OOC I did not want to give her the standard dhampir Negative Energy Affinity when no one in the party had inflict spells. I did not want to risk her dying too easy to something silly
If she hasn't learned it before then, we'll definitely want her to choose False Life as one of her new spells at 5th level. Maybe Defending Bone, too.

If we have her learn Quick Study as her 5th level Arcane Exploit, she can prepare and cast False Life for 1d10+5 Temp HP and Defending Bone for DR 5/Bludgeoning, each lasting 5 hours, then spend one or two points from her Arcane Reservoir to swap in Blindness/Deafness or something else. Between those and her Twilight Barrier, she'll be far less fragile.
 
Is scribe scroll or Magical Epiphany going to be the 5th lvl feat?
When we were discussing Magical Epiphany earlier, I had forgotten about the Quick Study Arcane Exploit. Since can can learn that at 5th level, I would be inclined to have her learn Scribe Scroll as her next feat.

She and Inge are always going to have a very limited variety of spells available, even with Quick Study as an option, so being able to prepare spell scrolls for emergency use would be really helpful for both of them. The Arcanist and Witch spell lists share a lot of spells, and they both use Arcane magic, meaning Inge will be able to use a lot of Esha's scrolls.
 
So, we spend roughly 2/3 of our money on this keep.
Which is nice, don't get me wrong, but it won't produce profit.

We can spend the winter training houseguards, for which we have been promised payment of favour in the future, but not right now.
I assume we will spend most of our time not going towards that or keep-building on minor errants, like the temples, maybe getting in contact with the Seer and such things.
And companion-time of course.

That means we will need the journey to the Anwa in spring, because we'll at best have one season's pay for the men and sailor's left over.
We can get those running costs back by taking wares back and forth between here and Lirman and if we defeat the daemon's we can hope for valuable loot or other support from the ruling princess (after we destroy the possessed corpses of her family).

That doesn't seem too bad, honestly. Sure we could get in trouble if the trade fails completly, but that seems unlikely, except if the daemons act far faster and stronger than I would expect.
 
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So, we spend roughly 2/3 of our money on this keep.
Which is nice, don't get me wrong, but it won't produce profit.

We can spend the winter training houseguards, for which we have been promised payment of favour in the future, but not right now.
I assume we will spend most of our time not going towards that or keep-building on minor errants, like the temples, maybe getting in contact with the Seer and such things.
And companion-time of course.

That means we will need the journey to the Anwa in spring, because we'll at best have one season's pay for the men and sailor's left over.
We can get those running costs back by taking wares back and forth between here and Lirman and if we defeat the daemon's we can hope for valuable loot or other support from the ruling princess (after we destroy the possessed corpses of her family).

That doesn't seem too bad, honestly. Sure we could get in trouble if the trade fails completly, but that seems unlikely, except if the daemons act far faster and stronger than I would expect.
Don't forget the 8,000 gold we'll be getting for helping with the horse breeding program.
 
@DragonParadox, at his current level Zaia can use his four daily extracts to produce 30 gallons of Magian Wine via the Tears to Wine spell. Those same four extract slots will let him produce 60 gallons after his next level up.

While the spell says the beverage produced is of average quality, average is still a lot better than most people are going to have access to, nevermind the bonuses provided to those who drink the stuff. Roland even mentioned it was better than anything he had since before leaving for the crusade and up to that point on this world, IIRC.

If we were to go into business selling Magian Wine, especially in places where good wine is difficult to come by, how much could we get for it? The best prices I can find listed in 3.5/Pathfinder are 2 silver for a pitcher (assumed to be about half a gallon) of common wine and 10 gold for a 1.5 bottle of fine wine, which I assume is about 1 pint, given the low weight.
 
@DragonParadox, at his current level Zaia can use his four daily extracts to produce 30 gallons of Magian Wine via the Tears to Wine spell. Those same four extract slots will let him produce 60 gallons after his next level up.

While the spell says the beverage produced is of average quality, average is still a lot better than most people are going to have access to, nevermind the bonuses provided to those who drink the stuff. Roland even mentioned it was better than anything he had since before leaving for the crusade and up to that point on this world, IIRC.

If we were to go into business selling Magian Wine, especially in places where good wine is difficult to come by, how much could we get for it? The best prices I can find listed in 3.5/Pathfinder are 2 silver for a pitcher (assumed to be about half a gallon) of common wine and 10 gold for a 1.5 bottle of fine wine, which I assume is about 1 pint, given the low weight.

Roland has not bought any wine in bulk in Orinilu, I'll give you guys an action to look into it. The one thing you have to be careful of from what he does understand of the city and its culture is how you market the magic, because even though it is beneficial that could easily scare any customers away.
 
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[X] Goldfish

@Goldfish, bookkeeping question, I was thinking about updating Esha's charsheet with Expeditious Excavation, noticed you re-ordered special abilities from when they were in alphabetical order. Is there some special meaning to the order they are now?

If we are ordering by category instead of by name, wouldn't then the following be better?
1. Arcane Reservoir (from Arcanist)
2. Consume Life (from Twilight Sage)
3. Necromantic Focus (from Twilight Sage)
4. Twilight Barrier (from Twilight Sage)
5. Soulward (extra)

Although, isn't alphabetical order better still?
 
[X] Goldfish

@Goldfish, bookkeeping question, I was thinking about updating Esha's charsheet with Expeditious Excavation, noticed you re-ordered special abilities from when they were in alphabetical order. Is there some special meaning to the order they are now?

If we are ordering by category instead of by name, wouldn't then the following be better?
1. Arcane Reservoir (from Arcanist)
2. Consume Life (from Twilight Sage)
3. Necromantic Focus (from Twilight Sage)
4. Twilight Barrier (from Twilight Sage)
5. Soulward (extra)

Although, isn't alphabetical order better still?
I always list them in order of length of the ability's text, shorter to longer. It just feels easier to parse them like that, IMO.

I didn't mess with the way DP originally ordered her Arcane Exploits, however, because by going in reverse, longer to shorter, the shortest at the bottom was closest to the shortest of her Special Abilities at the top. I just liked the way it flowed.

I also favor breaking up large blocks of text for easier consumption, using bullet points and indents where possible. That's why I split her weaknesses off into a separate section, and removed Low-Light Vision and Darkvision from special abilities and put them near the top of her sheet under her Traits listing.

All of it's just based on my warped sense of aesthetics and habits formed from maintaining several dozen ASWAH character sheets over the years.
 
Okay, this is the final version of my plan before I go to bed. Everything essential is there, though I have removed the Storage Space/Future Smithy for now. It's an outbuilding that can be added later without disrupting anything, so basically an unnecessary expense at this point.

I was trying to visualize how Wayfarer's Respite would be laid out, but gave up on trying to arrange it in my head. Enter the spreadsheet grid. Here's a fairly basic layout. You'll have to imagine things like corridors, stairs, doors, etc. The exterior walls and moat are not exactly to scale, either, but they're most intended as placeholders anyway.

This will cost us just over 20,000 gold and take about two weeks to build and furnish without paying for a rush job. It will leave us with 15,064.5 gold in our coffers.

[X] Wayfarer's Respite Building Plan
-[X] Wooden Walls & Moat: Cost: 1,920 gold (20 SS x 160 gold x 0.6; ratio of outer vs inner walls of a 20 space stronghold)
-[X] Outbuildings/Open Space:
--[X] Alchemist's Lab (x1 space): 350 gold
--[X] Courtyard: x5 (x5 spaces, x3 of them upgraded to be suitable for training): 750 gold
--[X] Dock (x1 space): 500 gold
--[X] Guard Posts: x2 (x1 space): 600 gold
--[X] Otter-kin Burrow (x1 space, with neat underground tunnel connecting their burrow to the inner courtyard of Wayfarer's Respite): 400 gold
--[X] Stables (x4 spaces; room for 24 horses): 4,000 gold
---[X] Sub-Total: 8,520 gold
-[X] Main Structure, Ground Floor
--[X] Barracks (x2 spaces; room for 20 men): 800 gold
--[X] Baths: x2 (x1 space): 640 gold
--[X] Dining Hall/Common Area (x2 spaces): 2,000 gold
--[X] Kitchen (x1 space): 2,000 gold
--[X] Storage: x2 (x2 spaces): 500 gold
---[X] Sub-Total: 5,940 gold
-[X] Main Structure, 2nd Floor
--[X] Armory/Strongroom (x1 space): 500 gold
--[X] Bedrooms: x6 (x3 spaces, x2 separate bedrooms per space): 2,100 gold
--[X] Storage: x1 (x1 space): 250 gold
--[X] Study/Office: x2 (x1 space): 400 gold
---[X] Sub-Total: 3,250 gold
--[X] Total: 20,366.5 gold (+3% due to location, +15% due to tech limit, +3% due to Winter, -6% discount due to using Fellowship soldiers for some labor)
 
@DragonParadox, editing:
Rest Along the Way

Second Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)

For a long moment you are silent. The name of the land should reflect the shape of it, but that you do not know. Where does the little stream trickling towards the sea come from? What is that hill in the distance and how high are the mounds that rise behind it? You have no maps and your guides had no interest but to get you here, leaving you with the peculiar sense that the Koire retainers in their green fringed tunics think you might have been swindled and are thus making their escape as swiftly as they may before the very well-armed strangers catch on. After all, what could you use such a patch of land for? Timber? There is hardly enough of the stuff, all young slender trees that love the light of the forest's edge, to be worth cutting down and carrying as far as Orinilu. Land to grow crops upon? Even if you were not to cut those trees but burn them to enrich the soil odds are you would not make your money's worth in a hundred years. Nothing but a place for wayfarers to rest their heads.

"Wayfarer's Respite," you say at last, in Anwari so that Inge will understand as clearly as Antonio or Zaia, it is her home no less than yours.

"And here I was about to propose Alexandria. There are cities by the score named that in the footsteps of the great man," Antonio says, looking slyly to Zaia, perhaps expecting to get a rise out of him, but the doctor just gives him an arch look beneath heavy brows.

"Too many trees," he notes mildly. "First thing we'll have to fix." A moment later he swats a mosquito off his arm. "Second thing we need to fix."

Truth be told there are a lot of things you 'need to fix', need to build in fact, chief among them the basic necessities of life, shelter and food, though the latter could be managed with cooking on Marcella still so long as the men do not mind food cooked in Zaia's cauldron... they do, but not as much as they would keeping their cramped quarters above. There is also stabling for the horses to keep in mind and you would not mind a bed that does not rock with the waves either. Zaia of course mentions that laboratory for which you had chosen to put down roots down here at all, though to your surprise it is another thing he wishes to raise most urgently.

"For the love of God and all His saints let us not offend the Heaven anymore by the reek we allow to rise tither and make use at least of a decent bath, having found ourselves in the possession of a miraculous means to heat the water for such a use."

"Well and good to talk of cleaning the body, but I think we should take more care to ensure that it is kept whole," you note looking through the woods. "Two hours ride, a quarter that pushing the horses hard, is still far enough that we shall have to hold off any trouble at least a short while. We are, after all, the only ones with horses. It would take a while for this little stream to fill a moat of any size and many strong backs to dig it..."

Some of the younger men groan, no doubt reminded that their backs are all too strong, but much to their surprise and yours Esha raises a hand and whispers something that echoes with the sound of hammers underground and the earth shifts under her hand, making a neat pile five feet high and a neat wall just as high beside it. "I can do that about ten times a day as long as I have ample time to rest, and it is as easy to cast a second time upon a pit as it is on empty ground. Mad old Ipsit may have been, but not without his uses."

Esha gains Expeditious Excavation

The cheers that follow are all the more heartfelt for the relief of which they are born, followed a moment later by sheepish grins and shrugs under Tom's stern look, though even he cannot wholly keep back a smile at being on solid ground at last, and solid ground that is under the Fellowship's banner.

What do you construct over the winter?

Time available: 40 days
Funds of the Fellowship: 35,431 gp

Rules for construction

Price Modifiers:
Forest: +0%
Large City*: 1-16 Miles: +3%
Technology Modifier**: +15%
Season (Winter): +3%
Labor Savings from using Fellowship soldiers as laborers***: 3-9%

*By the standards of the place you find yourself
**Due to the relatively high cost of metal tools building anything in this age takes more manpower and thus more cost
***This ranges from light work in shifts, watching and organizing the local builders, to working 12 hour shifts doing some of the heaviest labor

Build Time
If you're in a hurry to get your stronghold built, you can pay extra to shorten the construction time. Building a stronghold takes one week per 10,000 gp of total price thus far. For every 10% extra you spend, it takes 10% less time to build, up to a maximum of a 70% "rush charge" to get the castle built in 30% of the usual time.

Potential elements to Wayfarer's Respite:

Alchemical Laboratory, Basic
Size: 1 ss
Cost: 700 gp
Prerequisites: None
All sorts of vials, flasks, beakers, burners, crucibles, scales, measuring devices, and other alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room but also provides the fire necessary for so many kinds of alchemical recipes. The floor is rough wood or stone, often stained with chemicals. Shelves stocked with chemicals and alchemical reagents line the walls. Using this lab gives a single character a +2 circumstance bonus on his Alchemy checks.
Applicable Modifiers: -50% (Equipment already bought)

Armory, Basic
Size: 1 ss
Cost: 500 gp
Prerequisites: None
Racks of armor and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers. If you need a greater capacity, you can purchase this component multiple times.

Barracks
Size: 1 ss
Cost: 400 gp
Prerequisites: None
This open room contains up to ten simple wooden beds with straw mattresses. A small footlocker sits at the end of each bed for personal belongings. This component includes a privy, though it need not be attached or adjacent to the barracks itself. A barracks can hold ten people (usually guards or soldiers). If you need a greater capacity, you can purchase this component multiple times. (Each of the sample barracks depicted is actually a double-size barracks representing two components.) If you want a higher class of quarters for officers, purchase bedroom components instead.

Bath, Basic
Size: 0.5 ss
Cost: 400 gp
Prerequisites: None.
This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating.
Applicable Modifiers: -20% (can use alchemical cauldron to heat water when not otherwise in use)

Bedroom Suite, Basic
Size: 1 ss
Cost: 800 gp
Prerequisites: None
This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a straw bed on a low frame, two chests of drawers and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table.

Bedroom Suite, Fancy
Size: 1 ss
Cost: 5,000 gp
Prerequisites: None
This master bedroom comes complete with a well appointed walk-in closet filled with fine clothing and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Two finely carved bureaus are here, in which are kept stylish clothes. A bell rests on each bed stand so that the occupants can easily call for the servants. The bedroom suite also includes a pair of upholstered benches and a small writing desk.
Applicable Modifiers: -5% (Antonio's contacts in trading luxury goods)

Burrow Otter-kin, Basic
Size: 1 ss
Cost: 400 gp
Prerequisites: None
Carved into the side of the sandy hill near the stream this half buried bedroom recalls in miniature the distant hall of Willowbrook. Narrow are the passages and small are the halls, but for its inhabitants it is just right.

Bedrooms, Basic
Size: 1 ss
Cost: 700 gp
Prerequisites: None
This stronghold area contains two smaller bedrooms, possibly with a connecting door. The furnishings in each room are rough, including a straw bed on a low frame, a single chest of drawers, and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.

Bedrooms, Fancy
Size: 1 ss
Cost: 4,000 gp
Prerequisites: None
This area contains two smaller bedrooms with a connecting door. Each room has a bed that rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Each room has a finely carved bureau and a handsome wardrobe. A bell rests on a bed stand next to each bed so that the occupants can easily call for the servants. In addition, there's an upholstered bench and a small writing desk. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Applicable Modifiers: -5% (Antonio's contacts in trading luxury goods)

Chapel, Basic
Size: 1 ss
Cost: 1,000 gp
Prerequisites: None
This space is dedicated to the worship of the higher power of your choice. It includes a simple altar, some rough pews for the worshipers, and an icon of the power in question. There's also a closet for keeping religious supplies and garb in. Up to forty people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

Common Area, Basic
Size: 1 ss
Cost: 500 gp
Prerequisites: None
This plain room features bare floors with a few benches and walls with uninspiring artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area. May serve as a dining room, though not comfortably.

Dining Hall, Basic
Size: 2 ss
Cost: 2,000 gp
Prerequisites: Kitchen
Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle. A fireplace sits at one end of the place, providing warmth for all. The walls of such a place are often decorated with hanging weapons, animal heads, and the like. The floor is usually either made of worn wood or rough stone. This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall. May be used as common area at the cost of seeming rustic to one's guests of high station or wealth.

Dock, Basic
Size: 1 ss
Cost: 500 gp
Prerequisites: Two laborers (voided so long as Marcella is crewed)
A dock allows ships to load or unload people or cargo from or to the stronghold. This component can support up to two rafts, keelboats, rowboats, or longships, but not warships or galleys. Purchase this component multiple times to allow additional ships to moor at the stronghold's docks. It's common for storage spaces, shops, and taverns to be placed near the docks for the convenience of travelers and sailors. Marcella may dock here and be maintained due to her... peculiar nature voiding many of the more costly repairs typical for a ship of her size.

Guard Post
Size: 0.5 ss
Cost: 300 gp
Prerequisites: One guard per shift (minimum; many use two per shift)
This component allows guards to keep watch upon the surrounding environs. If part of the exterior wall, it includes free arrow slits instead of a window.

Kitchen, Basic
Size: 1 ss
Cost: 2,000 gp
Prerequisites: One cook (Covered by Zuan so long as the ship is in port and he is still employed)
This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin. A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry. You can prepare meals for up to fifteen people in this space. In the absence of a kitchen the men can still be decently fed between the ship's stores and the enchanted cauldron. Expect some grumbling over eating 'food seasoned with witch's brew'.

Library, Basic
Size: 1 ss
Cost: 500 gp
Prerequisites: None
Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on Alchemy and Metallurgy. In the absence of a library research actions will take a -1 malus from the inconvenience of stacking them in unsuited places or you must pay 50 gold/researcher/season to have them work in the city.

Smithy, Basic
Size: 1 ss
Cost: 500 gp
Prerequisites: One smith
This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires.
Applicable Modifiers: +10% (high cost of bronze, including tools required for smiting), -50% (Masterwork Equipment)

Stable, Basic
Size: 1 ss
Cost: 1,000 gp
Prerequisites: One groom (Voided as the men of the Fellowship have grown used to caring for their horses under far worse circumstances)
This rough, wooden structure features stalls for up to six Large mounts, a wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between stalls. Because of the smell, you'll want to place the stable far from the main part of the stronghold. If you need a greater capacity, you can purchase this component multiple times.

Storage, Basic
Size: 1 ss
Cost: 250 gp
Prerequisites: None
This empty room has rough walls and an unfinished (possibly dirt) floor. Due to the need for aisles and sensible stacking, a typical storage component offers about 2,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.
You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, and wondrous architecture. In the absence of at least one unit of storage Antonio will have to rent warehouse space in the city, which will cost 200 gp/season. A second unit of storage will allow him to deal in more bulky goods.


Study/Office, Basic
Size: 0.5 ss
Cost: 200 gp
Prerequisites: None
This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy. In the absence of an office Antonio will make due with his cabin on the ship, he's dealt with worse.

Training Area, Combat
Size: 1 ss
Cost: 1,000 gp
Prerequisites: None
This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.
Applicable Modifiers: -75% if a courtyard is used (will not be usable in all weather)

Trophy Hall, Basic
Size: 1 ss
Cost: 1,000 gp
Prerequisites: None
This glorified storage space allows you to display trophies won in your expeditions and adventures. Most trophies hang from the walls, while others line tables scattered throughout the room. If you need a greater capacity, you can purchase this component multiple times. Trophy halls allow one to display one's martial prowess as well as that of the Fellowship potentially increasing the quality of the contracts gained.

Moats and Wooden Walls

Size: Variable
Cost: 400gp/space
Simple walls of wood and earth whose excavation also creates a mote around the perimeter of the stronghold. The cost of a single gate is included in the cost.
Applicable Modifiers: -60% (Esha's Expeditions Excavation spell and wood from the forest terrain)

OOC: Nothing fancy beyond bedrooms available for now as you simply do not have the contacts to source marble or high quality furniture. Also no mage workshop and such since you will have to either gain the paraphernalia for that from a quest reward or loot it, it does not tend to be available on the open market.
you say at last, in Anwari so that Inge will understand as clearly as Antonio or Zaia,
Doesn't Inge by now fully learned French, as she started learning it almost immediately after meeting us?
so long as the men do not mind food cooked in Zaia's cauldron...
Perhaps that should be "Inge's cauldron", as we got it by her request? Or at least something that's not just "Zaia's"?
 
  1. While Inge has made same headway in learning the languages of her fellow travelers, the fact that everyone speaks Anwari means she has had less incentive to do so than the reverse
  2. Zaia is the alchemist so he uses it more often
 
@DragonParadox, a couple of questions.

1. I thought it would be good to update charsheets with what languages everybody knows. Could you clarify if the following is right? Perhaps Esha knows more, maybe Agberi?

Roland: Anwari, English, Engur, French, Sicilian
Antonio: Anwari, Engur, French, Sicilian
Zaia: Anwari, French, Greek, Sicilian
Silver: Anwari, English, French
Tom: Anwari, English, French
Inge: Anwari, French
Esha: Anwari, Engur
Men-at-arms: Anwari, English, French
Wanderer: Anwari, his Knikut dialect

2. How exactly our land purchase works?

At first it was described as a plot of land intended for growing olives and then used as a hunting ground, so fairly large. Then it was specified we can only build on 8000 sq ft of it, so rather small plot, about 24 x 30 meters. And then it appears we can have a dock and an outlying Otter-kin burrow, so we actually can build outside of it; and we can freely use wood from the surrounding forest; and Roland mused on how theoretically we can grow crops on the plot. So it looks like it is enough in our possession to do what we please with it, why can't we then build whatever we want on it, without area restrictions?

You said that we can't have too much area for a relatively small price, but isn't that the point, this land is unused, useless and far from the city, and we got it with a discount, it actually costs more? With sellers believing that they actually got a great deal.

If there is a caution for possibility of us building too much, that's not a problem as the land it not a limiting factor, we wouldn't we able to build whatever we please because we just don't have the funds and, as you don't intend for the quest to go large scale strategically / economically, we will never have and won't need to. Current plan is small and basic and already it costs us too much.

Or, if the hard limit on available building space needs to be set, why not set it slilghtly higher because of the reasons outlined above? Castle takes 20 spaces, but there is a range of castle sizes up to a huge castle of 80 spaces, so maybe it would be alright to give us 25 or 30 or 40 spaces with an eye for castle's future expansion and/or additional outlying structures outside the walls?
 
Zaia also speaks his native Coptic and Arabic, as in the language of the Koran, which he used as the lingua franka of the Muslim world, people who could afford his services could also almost always speak it

There is a little wiggle room in that 100 build points, an otter burrow only takes up 1/2 of a space and is mostly underground. As for why it cost so much or such a relatively small plot of land, it's because it was close to the city and hunting land does have a value in terms of prestige even once the olive idea petered out. You guys can buy more of it later, which is very much intended to give you something to work towards. I do not wan togive the impression that one trade run makes you the match of a noble House.
 
@DragonParadox, updated character sheets with languages known:
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (9250/15000 XP)
Class: Cavalier 4 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Deft Maneuvers, Focused Discipline, Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 37/37
AC: 10 + 1 (DEX) + 7 (Banded Mail) + 3 (Shield) = 21
Initiative: +1 (DEX) + 4 (Improved Initiative) = +5
Attack:
  • Durendal (+1 Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3; Critical: 17-20/x2 Slashing]
    • when using Power Attack: +7 [1d8+7]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
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: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+2 Morale Bonus vs Fear effects. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.

SKILLS:
Bluff: 2 (Courtly Knight) + 3 (CHA) = 5
Diplomacy: 8 + 3 (CHA) + 2 (Courtly Knight) + 1 (Influence) = 14
Handle Animal: 6 + 3 (CHA) + 2 (ET) = 11
Intimidate: 8 + 3 (CHA) + 2 (Courtly Knight) = 13
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 2 (Courtly Knight) + 2 (Alertness w/Mount) = 10/12
Survival: 4 + 0 (WIS) + 1 (OotD Protection) = 4/5

Special Abilities:
  • Intercept: You learn to better disrupt the attacks of your enemies. When an adjacent ally is attacked, you may use an Attack of Opportunity to attempt the Aid Another action to improve their AC.
  • Aid Allies: Whenever you use the Aid Another action to assist one of your allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, or a +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: You receive a +2 bonus (1/2 Cavalier level) whenever you use Handle Animal on an animal that serves as a mount. In addition, you 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. You can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, you can Challenge a foe to combat. As a Swift Action, you choose one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • Your melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge.
    • Challenging a foe requires much of your concentration. You take a -2 penalty to his Armor Class, except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
    • Whenever you issue a Challenge, you can select one ally as a ward for the duration of the Challenge. Whenever your are adjacent to your ward, you take a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Durendal (+1 Keen Bronze Longsword), 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.
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), Natural Magic (B), Run (B), Sure-Footed Stride
Languages: Anwari, English, French
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.
Spell-like abilities (CL 6): Know Direction (Constant), Detect Magic (1/Day)

Companions
Name: Tom Wodsworth

Alignment: Lawful Neutral
Age: 37
Race: Human
Level: 3
Class: Fighter 3 (Drill Sergeant)
Feats: Coordinated Maneuvers(B), Deft Maneuvers, Improved Initiative(B), Pikeman's Training, Powerful Maneuvers(B), Weapon Focus (Spear Weapons)
Traits: Wary (Perception)
Class Features: Bonus Feats, Tactician
Languages: Anwari, English, French

HP:
23/23
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +4 (Improved Initiative)
Attack:
  • +1 Ghost Touch Cold Iron Spear: +3 (BaB) + 1 (STR) + 1 (Weapon Focus) + 1 (Enhancement) = +6 [1d8 + 2, Critical: x3 Piercing]
  • Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear

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

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

SKILLS:
Climb: 4 + 1 (STR) = 5
Perception: 6 + 0 (WIS) + 1 (Wary) = 7
Ride: 6 + 0 (DEX) = 6
Swim: 4 + 1 (STR) = 5
Survival: 4 + 0 (WIS) = 4

Special Abilities:
  • Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
  • Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Equipment of Note: +1 Ghost Touch Cold Iron Spear

Name: Zaia of Alexandria
Alignment:
Age: 45
Race: Human (Middle-Aged)
Level: 3
Class: Alchemist 3 (Fire Bomber)
Feats: Brew Potion (B), Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal), Throw Anything (B)
Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
Class Features: Alchemy, Bombs (7/Day), Brew Potion, Discoveries (Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Arabic, Coptic, French, Greek, Sicilian

HP: 23/23
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +2 (BaB) + 1 (MW) + 1 (DEX) = +4 (1d4-2, plus Poison)
  • Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
    • Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
    • Rather than targeting an individual, you can instead target a given space, which inflicts splash damage and effects as normal, but does not have a main target. Targeted spaces have an effective AC of 5.
Weapon proficiency: Dagger

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

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

Special:
+2 vs Poison

SKILLS:
Craft (Alchemy): 6 + 4 (INT) + 2 (Artisan) + 3 (Alchemist) + 3 (SF) = 18
Heal: 6 + 2 (WIS) + 3 (SF) = 11
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Astrology): 1 + 4 (INT) = 5
Knowledge (Geography): 5 + 4 (INT) + 1 (SoR) = 10
Knowledge (Local): 1 + 4 (INT) = 5
Knowledge (Nature): 5 + 4 (INT) = 9
Linguistics: 6 + 4 (INT) = 10
Perception: 6 + 2 (WIS) = 8
Profession (Herbalist): 6 + 2 (WIS) = 8
Sense Motive: 6 + 2 (WIS) = 8
Spellcraft: 4 + 4 (INT) = 8
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Level 1: Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Shield, Targeted Bomb Admixture, Tears to Wine (4/Day)
Level 2: Focused Scrutiny, Human Potential, See Invisibility

Extracts Prepared (CL 3):
Combat Loadout:
Everyday Loadout:
Special Abilities:
  • Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
  • Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
  • Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
  • Bombs (Su): You can create and throw an Alchemical bomb up to 7/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 15 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
    • Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
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:
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+1)
10x Holy Weapon Balm

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 9
Race: Human (Small Humanoid Child)
Level: 4
Class: Witch 4 (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: Conduit Surge, Hexes (Cauldron, Fortune, Healing), Patron (Storms), Sea Creature Empathy
Languages: Anwari, French

*Feat consumed to allow the character to take both Archetypes
**Benefits apply to Water spells rather than those with the Evil descriptor.

HP: 20/20
AC: 10 + 3 (DEX) + 1 (Size) - 1 (Easy Target) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 3 (INT) + 1 (Water) + spell level
Attack:
  • Masterwork Wyrwood Dagger: +2 (BaB) + 3 (DEX) + 1 (Size) + 1 (MW) = +7 [1d4-2; Critical19-20/x2 Piercing]
Weapon Proficiency: Dagger, Staff

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

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

Special:
+2 Resistance bonus against ongoing effects.

SKILLS:
Craft (Alchemy): 7 + 3 (INT) + 4 (Cauldron) = 14
Heal: 5 + 0 (WIS) = 5
Intimidate: 4 + 1 (CHA) = 5
Knowledge (Arcana): 7 + 3 (INT) = 10
Knowledge (Nature): 7 + 3 (INT) + 1 (Savage) = 11
Knowledge (Planes): 5 + 3 (INT) = 8
Spellcraft: 7 + 3 (INT) = 10
Survival: 5 + 0 (WIS) + 1 (Savage) = 6

Spells Known (CL 4):
Level 0: Detect Fiendish Presence, Detect Magic, Detect Poison, Drench, Guidance, Light, Mending, Stabilize (At will)
Level 1: Cure Light Wounds, Mage Armor, Obscuring Mist, Snowball, Touch of the Sea (7/Day)
Level 2: Eagle Eye, Web (4/Day)

Spell-like Abilities:
Hexes:
  • Cauldron (Inge needs saltwater to brew potions* and must use an Ikomi-blessed cauldron*)
  • Fortune (36/Day; [Witch Level x INT bonus] x 3**)
  • Healing (36/Day; [Witch Level x INT bonus] x 3**)
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. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 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.
Equipment of Note: Ikomi-blessed Cauldron of Brewing (+5 Competence bonus to Craft (Alchemy) skill checks and self-heating), Masterwork Wyrwood Dagger


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
Languages: Anwari, Engur, French, Sicilian
Special: Fire Resistance 1

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) + 1 (FG) = 3

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.

Fey Gold

Description: A lumpy piece of unworked gold imbued with the power of a Fey creature, this pendant was taken from the corpse of slain pirate lord when we ended his reign at sea.

Ability: While wearing this Fey Gold pendant around their neck, the wearer gains Fire Resistance 1 and a +1 resistance bonus on Will saving throws.

Special: The pendant's other powers, to allow the wearer use Chill Metal 1/Day and to use Mending at will to repair metallic objects, remain unavailable, as you were not its original recipient. Perhaps one of the Tinker Fey can unlock this power once more?

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: Ajibachana (Variant Dhampir)
Level: 3
Class: Arcanist 3 (Twilight Sage)
Feats: Cosmopolitan (Bluff and Diplomacy), Extra Arcanist Exploit (Soulrider), Planewalker's Insight (B)
Traits: Outcast's Intuition, Self-Doubting, Subjective Truth, Unidentifiable Appeal
Special: Darkvision 60ft, Low-Light Vision
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)
Languages: Anwari, Engur

HP: 11/11
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Attack: +1 (BaB)

Weapon Proficiency: Staff

STATS
8 (-1) 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.

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) + 2 (Planewalker's Insight*) = 6/8*
Spellcraft: 6 + 3 (INT) = 9
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

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

Spells Prepared (CL 3**):
Level 0: Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)

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

Spell-like Abilities (CL 3):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 5 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Arcane Reservoir (Su): You start each day with 4 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 6 points (3 + Arcanist level).
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • Consume Life (Su): 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.
Weaknesses:
  • 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.
Equipment of Note:
Also added Expeditious Excavation to Esha's spell list.

There is a little wiggle room in that 100 build points, an otter burrow only takes up 1/2 of a space and is mostly underground. As for why it cost so much or such a relatively small plot of land, it's because it was close to the city and hunting land does have a value in terms of prestige even once the olive idea petered out. You guys can buy more of it later, which is very much intended to give you something to work towards. I do not wan togive the impression that one trade run makes you the match of a noble House.
You mean in that 20 build points, right?

Could you at least tell how much land we bought exactly, even if we are restricted to building only on a part of it? I understand that most of the land is not actually suitable for building large structures. It's roughly a rectangle along the coast, right? So what is it's width and length?
 
  1. 20 points yes, that was a mystipe
  2. I am trying not to get too hung up on exact measurements, because that would limit how I can show it in fluff. When you are done building i will give an overview of what the place looks like. If you guys have any ideas about that I welcome any suggestions.
 
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