@DragonParadox, editing for the last three updates:
For Arc 11 Post 3: Laying Foundations:
Fourth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
You have never raised a keep before, but you do know the basics of how it aught to be done, as much part of a knight's education as knowing which end of the lance to hold, for what use be it to claim land that you cannot hold? It is almost as though you can hear Sir George's voice again and you a wide-eyed boy still dreaming of far off shores. 'First, raise up the motte at the height of at least four or five feet, though five or six would not go amiss if the land is restive and easily raised to blood against you...'
Well the land here is not filled with quarrelsome folk who will burn down the work of your hands at the drop of a hat, but that is mostly because you are not taxing them so. Still, there might be other causes why folk would come against you with sword and fire, be it if they had taken ill to Zaia's studies or to Antonio's shrewd bartering, the motte alone will not do without a wall of wood all about it to enclose the stables, the aforementioned house of sorcery and smoke, a guard post at the gates, with one side opening to the sea with a dock to allow Marcella to sit at anchor here rather than be left in the city and the keeping of such guards as you do not know the oaths and pledges of.
As to the tower itself and place of last refuge, well many would no doubt call it rustic, a thing your grandfather might have recognized from the days when he rode in the wake of the Conqueror, but such are the limitations of the purse which Antonio is insistent on that he might keep enough coin to trade on in the spring. The first story is to hold cellars and granaries, and great boxes, tuns, casks, and other domestic utensils as well as such goods and provisions as cannot be held aboard ship. Here also would be the kitchen whence hearty meals could be cooked for all high and low and water warmed for the baths near at hand, though here Zaia interjects himself into the design, saying that rather than tubs of wood, which are the mark of poor lordlings with splinters in 'unmentionable places', you could instead sink the baths into the earth and line the place with stone as the Romans did of old. Of course, unlike the great baths of yesteryear whose decadence the church had railed against, these baths shall have the bathers pay for luxury with the arduous task of carrying water to and fro. The dining hall as well would share a wall with the kitchen and borrow of its warmth through the winter and so would the barracks where most of the men would be housed in far more space and comfort than the hold of a ship would allow. Why it is almost enough to silence the groans and grumbles when they hear that they should also help with the raising of the walls and of the keep.
The second story should hold such storage as would contain the more precious things Wayfarer's Respite would guard; gold, silver and the like as well as the horn you had taken from the pirate lord, which might in time of great need even be used in its protection, though among your men only Wanderer is willing to have such magics worked upon him. There also would be all the bedrooms of the keep fit for yourself, Inge, Antonio, Esha, Zaia and, much to his surprise, for Tom also. Indeed he had tried to argue against it, saying that he would be perfectly content to sleep with the rest of the men, but you would have none of it.
"To you it falls to lead the Fellowship in battle should I be away or should I fall and need reviving as indeed I have done before..." A fact which Tom had reminded you of with as much reproach as deference would allow. "With the weight of that responsibility aught to come the privilege of a good night's sleep at least."
To that he can find no easy argument and so it is settled and laid down in the plans, along with a study for Antonio where he might keep his ledger and his books, windows looking out towards the sea and his beloved ship.
Last, though surely not least among your plans, comes the suggestion from Inge that perhaps Swift Pebble and her kin would like a dwelling place akin to those which they had been familiar with, and to that no one can find fault. Not only have the river-folk served as unmatched interpreters in strange lands, but you have known knights who would give up an arm and an eye in the bargain for sentinels who can see in the dark and call an alarm with a thought. It would not take much in the way of digging either for they are small of stature and easily fit into hidden nooks with an opening in the courtyard between the main keep and the outer walls.
Looking over the final plan and the list of supplies he had compiled as you had added onto it Antonio shakes his head and sighs, the sorrow only half in jest you would judge. "That is two thirds of all the goods and coin I have on hand. I now have a new appreciation why lords are so hungry for tax."
As Antonio gathers up the supplies and workers to begin the construction of Wayfarer's Respite what do you do?
Choose three:
[] Visit the Temple of Ikomi again to seek what secrets the skulls of your vanquished foes might hold
[] Visit the temple of Olweje, presenting the weapon and the horn of the pirate lord for them to judge
[] Speak to Serik Priest of Ashinu about the curse upon your men
[] Visit the market to buy, or to sell
-[] Write in (Armory and unassigned magical loot eligible for selling)
[] Visit your neighbors, though House Koire holds the lands immediately around your new keep even more distant lords would likely be interested, perhaps even wary of who is raising a keep on their doorstep
[] Keep an ear out for potential mercenary contracts
[] Get to know Hengo Perys, the man willing to wager eight thousand Icari on raising horses
[] See if that Silverbow is still in the city, you would like to know where you might find a skilled bowyer, perhaps even one who can make a longbow
[] Look for Anisi and her fellow hunters, they would likely be most interested in what you had seen in the north and might put the knowledge to good use
OOC: I thought about Zaia taking this time to carve up the dragon, but on second thought it makes sense for him to work for the workshop so he would have the best chance to get as much as he can out of it. It's not like dragon corpses are common.
For Arc 11 Post 4: An Uncommon Morning:
Fifth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
The day dawns bright and cold, though not as much as some of the ones you had passed through on the deck of Marcella sailing north, and the lack of swaying and lurching of a ship more than makes up for the few drops of rain that trickle down from among the leafless branches, and yet this day is not quite as the one before nor the one after. When you had asked Inge for her age she had told you the date of her birth also, in the Black Months when rain and god sweep in upon the islands and the power of Ikomi is at its zenith. As you had grown ever closer to the girl and even taken her in as your ward the notion appeared in your mind that you aught to somehow mark the occasion. Though her tenth year has no special significance on its own it does mark the first such date of her new life. A year ago she had likely already been in the care of her ill-fated former master and that you do not wish her mind to linger on.
Perhaps, you think looking up at the fading stars, it is a strange thing to be concerned over the anniversary of one's birth among the hustle and bustle of trying to raise a keep from a camp, organizing workers, materials and money, when in the first you do not know the languages most of them speak, the second are in the keeping of merchants who are probably trying to cheat one on purpose and the third depends on a foreign sets of weights and measures that could end up costing you more. Indeed your lady mother would probably look in askance at the notion. Your lady mother probably would not approve at all to give such a remark to the anniversary of a girl's name, a new custom come out of Aquitaine, which she had found to be immodest.
A wistful sigh passes your lips, which much to your surprise are bent into the smallest of smiles. She would probably approve of all the times Inge had saved you from spilling your heart's blood on the field to make up for it. So in the wee hours of the morning before any of the others had woken you prepare your surprise for the day.
As far as you have been able to tell Anwa fisherfolk do not have any special custom to mark the days of their birth, no more than would the common folk of Verley, and so you had made up your own mind as to how you might best celebrate the day:
[] A Feast: You cannot manage anything too elaborate, but you had done the best that winter markets could when last you were in Orinilu
-[] Write in what foods you packed for the day (optional)
[] A Gift: Inge does not lack for anything, that much is your responsibility as her guardian, but children have wants as much as needs that aught not be forgotten
-[] A fine ivory comb
-[] A puzzlebox from the east
-[] Write in
[] Write in
OOC: Don't worry about spending too much if you go gift, anything you buy here will not cost more than 50-100 gp since this is not an important purchase or anything and as it says above Inge is not expecting anything. Incidentally that part about Roland's mother not approving of birthdays for girls is historically accurate. We do not hear of birthdays for girls and women among the nobility in England until the 12th-13th century and there were theologians who argued that celebrating birthdays was vain and sinful, though never with any great vigor. At the time birthdays were more common in the south of Europe hence why I said the custom had come up through Aquitaine since political links would be there just through the fact that the king had lands there.
For Arc 11 Post 5: Upon New Shores:
Fifth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
"Thank you," Inge sounds out the words in French uncertainly, though you suspect it is less from the shape of them and more from the novelty of receiving such a gift to begin with. As she carefully tries to pick apart the pieces of stained and colored wood, of horn and bone, it occurs to you that you had not seen her play with toys of any sort, even something so small as a simple cloth doll. The demands of the moment had weighed too heavily upon her. Alas that they would not fall from her shoulders anytime soon and the rest of your gifts reflect that.
First is a sheath for the small dagger the girl wears, though she had so far never drawn it in anger thankfully, and the second is a bandolier of many pouches. Both are wrought of seal leather, lustrous black and shining even in the faint winter sun. Ripper had hunted the seal soon after you had come to the city and so it was a gift as much from him as from you. Though there is nothing intricate in its make the leatherworker knew his craft well. Sturdy and well made, both would serve the girl for many years to come.
Lost 70 gp
Inge gains Puzzle Box, Sealskin Sheath and Adventurer's Sash
Thus it is that Inge bears the sheath proudly at her belt and the sash across her chest when it comes time to ride out to meet your neighbors, hopefully to earn friends and not feuds. For the sake of not alarming them unduly and leaving Antonio plenty of hands at the Respite for unloading supplies you make due with two guards in addition to Inge and of course Silver. An argument might be made for horses themselves being strange enough they might draw a comment, but you are not so eager for friendship that you would absent yourself the means to swift flight should it be needed.
Alas that at the gates of the first fishing village you come across, houses of wood and unreported stone huddled next to the others by the shore, it seems that you might need to. The gate guard shouts a challenge, then demands your oath under the gods and at last all but calls you a liar when you say in all truth that you do not worship the gods of this land, nor any he would know by name. Perhaps you should have brought Antonio after all, you think.
Yet in about an hour's time the gates creek open to let you pass and the village elder offers salt and bread, as well as an odd cabbage dish with coriander and rue as well as fish 'fresh from the nets', sea bass in this instance, cooked in its own juices on a hot stone. As fair a feast as any you could have managed for Inge's birthday, and without the fuss. By all appearances your fulsome praise of said fish does not fall on deaf ears for the elder offers to sell fish directly to Wayfarer's Respite.
Careful not to give offense you ask if their lord or lady would think that proper and thus find that the fishermen who ply their trade south of Orinilu, not just in this village, answer to no lord, only 'to Ikomi and to the City', a thing of great pride from the tone they take. The headmen settle disputes and collect taxes and then select from their number each year one to serve as a representative of the Shore-Sworn in Orinilu.
Friendly contact made with the Shore-Sworn
Later you learn that the arrangement is an ancient one, going back to the founding of the city before even a single stone had been set in the high city, and it is not well liked by some of the merchant houses who find the fishermen's fierce independence impudent.
Do you strike a deal for a supply of fish with the shore-sworn?
[] Yes. Food supplies for Wayfarer's Respite -15% lower, stronger bonds with the local fishermen, will upset certain trading houses and give you a reputation of 'reeking of fish'
[] No, you do no wish to alienate potential noble customers, the Shore-Sworn might see it as a insult to slap away their offer (DC 19 Diplomacy check to avoid)
OOC: Sorry this took so long, I had to write a lot more than this in my notes to come up with these guys, history religion and such, as well as current politics of the city.
Updated Character Sheets with Inge of 10 years, knowing Sicilian and having her new items:
Updated State of the Company:
Motto: Truth from the Unknown
Leadership: Triumvirate Antonio, Roland, and Zaia as joint council
For Arc 11 Post 3: Laying Foundations:
Laying Foundations
Fourth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
You have never raised a keep before, but you do know the basics of how it aught to be done, as much part of a knight's education as knowing which end of the lance to hold, for what use be it to claim land that you cannot hold? It is almost as though you can hear Sir George's voice again and you a wide-eyed boy still dreaming of far off shores. 'First, raise up the motte at the height of at least four or five feet, though five or six would not go amiss if the land is restive and easily raised to blood against you...'
Well the land here is not filled with quarrelsome folk who will burn down the work of your hands at the drop of a hat, but that is mostly because you are not taxing them so. Still, there might be other causes why folk would come against you with sword and fire, be it if they had taken ill to Zaia's studies or to Antonio's shrewd bartering, the motte alone will not do without a wall of wood all about it to enclose the stables, the aforementioned house of sorcery and smoke, a guard post at the gates, with one side opening to the sea with a dock to allow Marcella to sit at anchor here rather than be left in the city and the keeping of such guards as you do not know the oaths and pledges of.
As to the tower itself and place of last refuge, well many would no doubt call it rustic, a thing your grandfather might have recognized from the days when he rode in the wake of the Conqueror, but such are the limitations of the purse which Antonio is insistent on that he might keep enough coin to trade on in the spring. The first story is to hold cellars and granaries, and great boxes, tuns, casks, and other domestic utensils as well as such goods and provisions as cannot be held aboard ship. Here also would be the kitchen whence hearty meals could be cooked for all high and low and water warmed for the baths near at hand, though here Zaia interjects himself into the design, saying that rather than tubs of wood, which are the mark of poor lordlings with splinters in 'unmentionable places', you could instead sink the baths into the earth and line the place with stone as the Romans did of old. Of course, unlike the great baths of yesteryear whose decadence the church had railed against, these baths shall have the bathers pay for luxury with the arduous task of carrying water to and fro. The dining hall as well would share a wall with the kitchen and borrow of its warmth through the winter and so would the barracks where most of the men would be housed in far more space and comfort than the hold of a ship would allow. Why it is almost enough to silence the groans and grumbles when they hear that they should also help with the raising of the walls and of the keep.
The second story should hold such storage as would contain the more precious things Wayfarer's Respite would guard; gold, silver and the like as well as the horn you had taken from the pirate lord, which might in time of great need even be used in its protection, though among your men only Wanderer is willing to have such magics worked upon him. There also would be all the bedrooms of the keep fit for yourself, Inge, Antonio, Esha, Zaia and, much to his surprise, for Tom also. Indeed he had tried to argue against it, saying that he would be perfectly content to sleep with the rest of the men, but you would have none of it.
"To you it falls to lead the Fellowship in battle should I be away or should I fall and need reviving as indeed I have done before..." A fact which Tom had reminded you of with as much reproach as deference would allow. "With the weight of that responsibility aught to come the privilege of a good night's sleep at least."
To that he can find no easy argument and so it is settled and laid down in the plans, along with a study for Antonio where he might keep his ledger and his books, windows looking out towards the sea and his beloved ship.
Last, though surely not least among your plans, comes the suggestion from Inge that perhaps Swift Pebble and her kin would like a dwelling place akin to those which they had been familiar with, and to that no one can find fault. Not only have the river-folk served as unmatched interpreters in strange lands, but you have known knights who would give up an arm and an eye in the bargain for sentinels who can see in the dark and call an alarm with a thought. It would not take much in the way of digging either for they are small of stature and easily fit into hidden nooks with an opening in the courtyard between the main keep and the outer walls.
Looking over the final plan and the list of supplies he had compiled as you had added onto it Antonio shakes his head and sighs, the sorrow only half in jest you would judge. "That is two thirds of all the goods and coin I have on hand. I now have a new appreciation why lords are so hungry for tax."
As Antonio gathers up the supplies and workers to begin the construction of Wayfarer's Respite what do you do?
Choose three:
[] Visit the Temple of Ikomi again to seek what secrets the skulls of your vanquished foes might hold
[] Visit the temple of Olweje, presenting the weapon and the horn of the pirate lord for them to judge
[] Speak to Serik Priest of Ashinu about the curse upon your men
[] Visit the market to buy, or to sell
-[] Write in (Armory and unassigned magical loot eligible for selling)
[] Visit your neighbors, though House Koire holds the lands immediately around your new keep even more distant lords would likely be interested, perhaps even wary of who is raising a keep on their doorstep
[] Keep an ear out for potential mercenary contracts
[] Get to know Hengo Perys, the man willing to wager eight thousand Icari on raising horses
[] See if that Silverbow is still in the city, you would like to know where you might find a skilled bowyer, perhaps even one who can make a longbow
[] Look for Anisi and her fellow hunters, they would likely be most interested in what you had seen in the north and might put the knowledge to good use
OOC: I thought about Zaia taking this time to carve up the dragon, but on second thought it makes sense for him to work for the workshop so he would have the best chance to get as much as he can out of it. It's not like dragon corpses are common.
For Arc 11 Post 4: An Uncommon Morning:
An Uncommon Morning
Fifth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
The day dawns bright and cold, though not as much as some of the ones you had passed through on the deck of Marcella sailing north, and the lack of swaying and lurching of a ship more than makes up for the few drops of rain that trickle down from among the leafless branches, and yet this day is not quite as the one before nor the one after. When you had asked Inge for her age she had told you the date of her birth also, in the Black Months when rain and god sweep in upon the islands and the power of Ikomi is at its zenith. As you had grown ever closer to the girl and even taken her in as your ward the notion appeared in your mind that you aught to somehow mark the occasion. Though her tenth year has no special significance on its own it does mark the first such date of her new life. A year ago she had likely already been in the care of her ill-fated former master and that you do not wish her mind to linger on.
Perhaps, you think looking up at the fading stars, it is a strange thing to be concerned over the anniversary of one's birth among the hustle and bustle of trying to raise a keep from a camp, organizing workers, materials and money, when in the first you do not know the languages most of them speak, the second are in the keeping of merchants who are probably trying to cheat one on purpose and the third depends on a foreign sets of weights and measures that could end up costing you more. Indeed your lady mother would probably look in askance at the notion. Your lady mother probably would not approve at all to give such a remark to the anniversary of a girl's name, a new custom come out of Aquitaine, which she had found to be immodest.
A wistful sigh passes your lips, which much to your surprise are bent into the smallest of smiles. She would probably approve of all the times Inge had saved you from spilling your heart's blood on the field to make up for it. So in the wee hours of the morning before any of the others had woken you prepare your surprise for the day.
As far as you have been able to tell Anwa fisherfolk do not have any special custom to mark the days of their birth, no more than would the common folk of Verley, and so you had made up your own mind as to how you might best celebrate the day:
[] A Feast: You cannot manage anything too elaborate, but you had done the best that winter markets could when last you were in Orinilu
-[] Write in what foods you packed for the day (optional)
[] A Gift: Inge does not lack for anything, that much is your responsibility as her guardian, but children have wants as much as needs that aught not be forgotten
-[] A fine ivory comb
-[] A puzzlebox from the east
-[] Write in
[] Write in
OOC: Don't worry about spending too much if you go gift, anything you buy here will not cost more than 50-100 gp since this is not an important purchase or anything and as it says above Inge is not expecting anything. Incidentally that part about Roland's mother not approving of birthdays for girls is historically accurate. We do not hear of birthdays for girls and women among the nobility in England until the 12th-13th century and there were theologians who argued that celebrating birthdays was vain and sinful, though never with any great vigor. At the time birthdays were more common in the south of Europe hence why I said the custom had come up through Aquitaine since political links would be there just through the fact that the king had lands there.
For Arc 11 Post 5: Upon New Shores:
Upon New Shores
Fifth Day of Ikomi-hamba (Ikomi Descendant) 1348 A. L. (After Landfall)
"Thank you," Inge sounds out the words in French uncertainly, though you suspect it is less from the shape of them and more from the novelty of receiving such a gift to begin with. As she carefully tries to pick apart the pieces of stained and colored wood, of horn and bone, it occurs to you that you had not seen her play with toys of any sort, even something so small as a simple cloth doll. The demands of the moment had weighed too heavily upon her. Alas that they would not fall from her shoulders anytime soon and the rest of your gifts reflect that.
First is a sheath for the small dagger the girl wears, though she had so far never drawn it in anger thankfully, and the second is a bandolier of many pouches. Both are wrought of seal leather, lustrous black and shining even in the faint winter sun. Ripper had hunted the seal soon after you had come to the city and so it was a gift as much from him as from you. Though there is nothing intricate in its make the leatherworker knew his craft well. Sturdy and well made, both would serve the girl for many years to come.
Lost 70 gp
Inge gains Puzzle Box, Sealskin Sheath and Adventurer's Sash
Thus it is that Inge bears the sheath proudly at her belt and the sash across her chest when it comes time to ride out to meet your neighbors, hopefully to earn friends and not feuds. For the sake of not alarming them unduly and leaving Antonio plenty of hands at the Respite for unloading supplies you make due with two guards in addition to Inge and of course Silver. An argument might be made for horses themselves being strange enough they might draw a comment, but you are not so eager for friendship that you would absent yourself the means to swift flight should it be needed.
Alas that at the gates of the first fishing village you come across, houses of wood and unreported stone huddled next to the others by the shore, it seems that you might need to. The gate guard shouts a challenge, then demands your oath under the gods and at last all but calls you a liar when you say in all truth that you do not worship the gods of this land, nor any he would know by name. Perhaps you should have brought Antonio after all, you think.
Yet in about an hour's time the gates creek open to let you pass and the village elder offers salt and bread, as well as an odd cabbage dish with coriander and rue as well as fish 'fresh from the nets', sea bass in this instance, cooked in its own juices on a hot stone. As fair a feast as any you could have managed for Inge's birthday, and without the fuss. By all appearances your fulsome praise of said fish does not fall on deaf ears for the elder offers to sell fish directly to Wayfarer's Respite.
Careful not to give offense you ask if their lord or lady would think that proper and thus find that the fishermen who ply their trade south of Orinilu, not just in this village, answer to no lord, only 'to Ikomi and to the City', a thing of great pride from the tone they take. The headmen settle disputes and collect taxes and then select from their number each year one to serve as a representative of the Shore-Sworn in Orinilu.
Friendly contact made with the Shore-Sworn
Later you learn that the arrangement is an ancient one, going back to the founding of the city before even a single stone had been set in the high city, and it is not well liked by some of the merchant houses who find the fishermen's fierce independence impudent.
Do you strike a deal for a supply of fish with the shore-sworn?
[] Yes. Food supplies for Wayfarer's Respite -15% lower, stronger bonds with the local fishermen, will upset certain trading houses and give you a reputation of 'reeking of fish'
[] No, you do no wish to alienate potential noble customers, the Shore-Sworn might see it as a insult to slap away their offer (DC 19 Diplomacy check to avoid)
OOC: Sorry this took so long, I had to write a lot more than this in my notes to come up with these guys, history religion and such, as well as current politics of the city.
Couldn't find the meaning of "unreported" fitting the context here, perhaps it should be some other word?
Updated Character Sheets with Inge of 10 years, knowing Sicilian and having her new items:
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:
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:
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:
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:
Companions
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.
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.
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)
- 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.
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.
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:
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:
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.
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).
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:
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:
Special Abilities:
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+1)
10x Holy Weapon Balm
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.
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:
- Level 1: Bomber's Eye, Cure Light Wounds, Shield, Targeted Bomb Admixture
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.
- 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.
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: 10
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, Sicilian
*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:
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:
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:
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 10
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, Sicilian
*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]
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:
- Know Direction (At Will when near the sea)
- 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**)
- 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.
- Ikomi-blessed Cauldron of Brewing (+5 Competence bonus to Craft (Alchemy) skill checks and self-heating)
- Masterwork Wyrwood Dagger
- Sealskin Sheath for the dagger
- Adventurer's Sash
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:
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:
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.
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):
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):
- Comprehend Languages (3/Day)
- 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
- 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.
- 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.
- Staff of Minor Arcana (10 charges, CL 8): Shield (1 charge), Magic Missile (2 charges)
Updated State of the Company:
The Fellowship
Motto: Truth from the Unknown
Leadership: Triumvirate Antonio, Roland, and Zaia as joint council
- Fleet of the Company
-
Marcella
Basic Construction: Eastern Mediterranean Galley 121 ft length 21 ft width 130 Metric tons of Cargo
Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew
- Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man
- 8 Armed with short bows
- 57 armed with a variety of melee weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action) - Soldiers of the Company
-
Names and Feats
Sheets and Equipment
8 Melee Men at Arms (Warrior 3)Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +0
Attack:
- Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, 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.
STATS:
12 (+1) Strength
11 (+0) Dexterity 13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4 Survival: 3Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 4 (Chainshirt) + 2 (Shield) = 16
Initiative: +0
Attack:
- Net: +3 (BaB) [Special]
- Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, 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.
- You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
- If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
STATS:
12 (+1) Strength
11 (+0) Dexterity
13 (+1) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 1 (CON) = 4
REFLEX: 1 + 0 (DEX) = 1
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4
Survival: 3
5 Ranged Men-at-Arms (Warrior 3)Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chainshirt) + 1 (Dex) = 15
Initiative: +1
Attack:
- Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
- Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
- Normal: +5 [1d6 + 1, Critical: x3; Piercing]
- Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
- Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
STATS:
12 (+1) Strength
13 (+1) Dexterity
11 (+0) Constitution
9 (-1) Intelligence
10 (+0) Wisdom
8 (-1) Charisma
SAVES:
FORTITUDE: 3 + 0 (CON) = 3
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) = 1
SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3
1 Knikut Barbarian
Name: Wanderer
Alignment: CN
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
- HP w/Rage: 37/37
- AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 10
- AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 9
- Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+4, Critical: x2 Bludgeoning]
- when using Power Attack: +5 [1d10+7]
- Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+6, Critical: x2 Bludgeoning]
- when using Reckless Abandon: +9 [1d10+6]
- when using Power Attack: +7 [1d10+9]
- when using Power Attack & Reckless Abandon: +8 [1d10+9]
- 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]
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:
- 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.
- Finances of the Company
-
Company Animals
-18 Horses (Two pregnant mares)
Soldier Salaries [Per Payment/Loot]
1% per man at arms
2% for Tom
Total Salary Cost 16%
Ship Costs :
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season
Total Funds: 14,994 gp - Fame and Infamy
-
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you
Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.
The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk - Consumables
-
Daily Alchemy Progress by Item
- Potions:
- Cure Light Wounds: x37
- Touch of the Sea: x5
- Alchemical Items:
- Antiplague: x3
- Antitoxin: x3
- Black Adder Venom: x4
- Greenblood Oil: x5
- Holy Weapon Balm: x10
- Tanglefoot Bag: x4
- Potions:
- Notable possessions
-
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*
Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*
Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*
Drums of Haste
Fey Gold
While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.
Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.
Powers:
- +1 Greatclub
- The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
- With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.
Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.
Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.
The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.
Okunrin Okomo's Hollow Drums (might be used for enchantment)*
Broken Wyrd Lantern (might serve as the base for future enchantments)*
Stone Egg (and a Gold Sheet)*
Hedon's skull*
Dragon's corpse
Red Lion's head*
Ulk's head - Armory
-
Armor
22 Anwa Armored Coats
7 Anwa Hide Coats
1 Steel Chain Shirt
6 Norman Heavy Shields
Weapons
16 Anwa Boarding Axes
7 Anwa Heavy Maces
10 Steel shortswords
10 Spears
4 cold iron spears
100 cold iron arrows
8 Shortbows
2 Composite Shortbows
- Added languages known to soldiers.
- Accounted for 70 gp expenditure on Inge's present in finances.
- 6 Norman heavy shields instead of 5, forgot about Tam's shield in addition to shields discarded by archers.
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