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

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I am against NPCs having PC levels.

I mean it. I don't want to face an army of 20 level 3 warriors later when pirate Mc GoodTrainer tries to board us.
Huh, I don't get it? We just faced an army of 20+ level 2 or 3 Warriors.

I don't see the issue if our men, who are already well trained and equipped soldiers by the standards of their previous world or this one, could eventually train to become Fighters. The difference between a level 3 Warrior and a level 3 Fighter is only a couple of bonus feats, a +1 bonus vs Fear, and a slightly reduced Armor Check penalty. If they do become Fighters, though, they could also learn Archetypes, like our archers could become Archers, our spearmen could become Polearm Masters or Phalanx Soldiers, etc.

We're not fielding an army of our own, so we should try to make our small force into an elite unit.
 
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I am against NPCs having PC levels.

I mean it. I don't want to face an army of 20 level 3 warriors later when pirate Mc GoodTrainer tries to board us.

Armies of PCs existed even in the old world. When the chivalry of William the Bastard gathered for the charge at Hastings those people were professionals born to privilege as they were born to the practice of war, so yes they would all be fighters. For what it is worth only elites can be fighters so your like twenty man mercenary company is fine but if you wanted to have like 10K fighters that would be untenable, the amount of training that goes into making a PC is not scalable enough to make a true army.
 
Huh, I don't get it? We just faced an army of 20+ level 2 or 3 Warriors.

I don't see the issue if our men, who are already well trained and equipped soldiers by the standards of their previous world or this one, could eventually train to become Fighters. The difference between a level 3 Warrior and a level 3 Fighter is only a couple of bonus feats, a +1 bonus vs Fear, and a slightly reduced Armor Check penalty. If they do become Fighters, though, they could also learn Archetypes, like our archers could become Archers, our spearmen could become Polearm Masters or Phalanx Soldiers, etc.

We're not fielding an army of our own, so we should try to make our small force into an elite unit.

I meant 20 level 3 fighters. That's what I get from posting from phone while sleep deprived.
 
Fine.

I'll start looking for archetypes for our men
This looks very helpful.
The Phalanx Fighting would free up the feat the currently use to wield spear and shield, while the bonus against combat-maneuvers seems quite valuable under the Elephant rules.

Edit: And while it replaces some parts of the basic fighter package, it does not replace Bonus Feats, which means even more space for useful stuff, maybe even teamwork.
 
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[X] Explain that you do not worship Olweje but seek the aid of his priests (Cost 800gp to see a priest, potentially more to unravel the curse if they have such a means)
 
This looks very helpful.
The Phalanx Fighting would free up the feat the currently use to wield spear and shield, while the bonus against combat-maneuvers seems quite valuable under the Elephant rules.

Edit: And while it replaces some parts of the basic fighter package, it does not replace Bonus Feats, which means even more space for useful stuff, maybe even teamwork.

I'd go for either that or the following:
Blackjack – d20PFSRD

Blackjack Tactics (Ex)

At 4th level, two or more Blackjacks can spend 1 minute discussing strategy, then choose a single teamwork feat possessed by at least one of them. For a number of hours equal to the class level of the highest-level Blackjack, the participants each gain the benefits of the selected feat even if they do not meet the feat's prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can't benefit from this ability, and no creature can benefit from this ability more than once at any given time.

This ability replaces the bonus feat gained at 4th level.

With the amount of men we have, we can gain a lot of flexibility this way.
 
I'd go for either that or the following:
Blackjack – d20PFSRD

Blackjack Tactics (Ex)

At 4th level, two or more Blackjacks can spend 1 minute discussing strategy, then choose a single teamwork feat possessed by at least one of them. For a number of hours equal to the class level of the highest-level Blackjack, the participants each gain the benefits of the selected feat even if they do not meet the feat's prerequisites. If a creature benefiting from this ability moves more than 30 feet away from any other participant, it loses all benefits of this ability until it is again within 30 feet. Creatures that do not have levels in this archetype can't benefit from this ability, and no creature can benefit from this ability more than once at any given time.

This ability replaces the bonus feat gained at 4th level.

With the amount of men we have, we can gain a lot of flexibility this way.
Retraining all three levels into Fighter and then getting another level seems far away for our NPCs though.
 
To make that feature work they auch need to have different Teamwork Feats though, which means without preparation they have effectivly none at all.

We use our men for mostly encounters in which they can prepare for, but even then, we could make them have a feat by pairs.

Anyway, I get why you think it is not that practica. If we make Roland into a class which can share Teamwork feats, it would be redundant too.
 
This looks very helpful.
The Phalanx Fighting would free up the feat the currently use to wield spear and shield, while the bonus against combat-maneuvers seems quite valuable under the Elephant rules.

Edit: And while it replaces some parts of the basic fighter package, it does not replace Bonus Feats, which means even more space for useful stuff, maybe even teamwork.
Yeah, I've been eying Phalanx Soldier for our spearmen, too. It handily beats Polearm Master for usefulness for our spearmen, IMO.

Given their builds and available bonus feats if they became Fighters, it might even be worth having them all learn a couple of complementary Teamwork feats. If all of our men had the Shake It Off feat, for example, almost any time they fought something, they would all have at least a +1 or +2 bonus on their saving throws and often it would be +3 or +4. Tandem Trip would be great for our Phalanx Soldiers and Volley Fire would be almost as good for our Archers.

And if/when Roland eventually retrains into a Warlord, which can share Teamwork feats way better than a Cavalier or Fighter (Drill Sergeant), both for much longer and many more times a day, as well as borrowing Teamwork feats from allies, he would be able to use his men's feats when needed.
 
Check out Opportunist Fighter as a potential Archetype for our net-users, @Tomcost.

They already get the bonus from Improved Dirty Trick thanks to Deft Maneuvers from rules EitR rules, but maybe DP would let the bonus stack on top of that. If so, they would have a +4 bonus to Dirty Tricks before things like Coordinated Maneuvers or Aid Another are factored in.

We could have them retrain some skill points into Craft (Trapmaking) and at 4th level they could learn the Quick Trapsmith Rogue talent.
 
Check out Opportunist Fighter as a potential Archetype for our net-users, @Tomcost.

They already get the bonus from Improved Dirty Trick thanks to Deft Maneuvers from rules EitR rules, but maybe DP would let the bonus stack on top of that. If so, they would have a +4 bonus to Dirty Tricks before things like Coordinated Maneuvers or Aid Another are factored in.

We could have them retrain some skill points into Craft (Trapmaking) and at 4th level they could learn the Quick Trapsmith Rogue talent.

Interesting. I'd replace the Improved Dirty Trick for Deft Maneuvers, though. I think that is the core idea behind that bonus feat.

I've been looking and apparently Sleight of Hand unchained allows to make Sleight of Hand checks to grant +2 bonuses to disarm and steal maneuvers.

Also, I've been trying to see what we can do with Feint, but Greater feint requires +6 attack bonus sadly.
 
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We still have the dragon corpse right? Any plans with that thing?
Harvest what we can and sell what we don't use ourselves, I guess.

Unless we can sell the hide for an outrageous sum of gold (a real possibility), I would say we should hold onto it for now. It's doesn't really make armor that's any better than regular stuff, but there should be a lot of prestige associated with Dragonhide armor. It might make a good gift to someone someday.
 
Giving (part of) the corpse to the Court of Gears might(?) give us tremendous favor with them. Or giving the parts to another magic crafter.
 
We still have the dragon corpse right? Any plans with that thing?
There is one immediately useful thing, and the first one we should do I think.

We can craft two Dragonskin Grips for Roland's sword and Tom's ghost touch spear for +2 bonus to CMD against disarm attempts. It would cost 500 gp total and would require 10 hours, 5 hours per grip, so 2 days. Zaia can do it by taking 10 with his +4 Int bonus and Crafter's Fortune.
 
There is one immediately useful thing, and the first one we should do I think.

We can craft two Dragonskin Grips for Roland's sword and Tom's ghost touch spear for +2 bonus to CMD against disarm attempts. It would cost 500 gp total and would require 10 hours, 5 hours per grip, so 2 days. Zaia can do it by taking 10 with his +4 Int bonus and Crafter's Fortune.
That's something I wasn't sure about. The cost, I mean. I don't think we would have to pay 250 gold each, since we already have the material and the necessary skills. 250 gold is the sell value, I think?

Is this the case, @DragonParadox?
 
That's something I wasn't sure about. The cost, I mean. I don't think we would have to pay 250 gold each, since we already have the material and the necessary skills. 250 gold is the sell value, I think?

Is this the case, @DragonParadox?

Given that it is under the crafting feat I think that by RAW that is the cost to make, but it does seem a little excessive to pay 250 gp for each grip, I mean for that cost you can melt down the coins and make the hilt out of gold. I think it would be fair to halve that

Speaking of spoils in war and the gods thereof

Vote closed
Adhoc vote count started by DragonParadox on Feb 5, 2022 at 12:01 PM, finished with 35 posts and 7 votes.
 
Arc 11 Post 7: A Fearsome Mark
A Fearsome Mark

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

One might perhaps from the view of pure virtue bemoan that failing in one's self that is regret in honesty and the payments thereof in precious gold, but you have hope at least that God should not judge you too harshly for it as you regret the payment less for its own glittering self and more for what else might have been wrought thereby. It is not until after you have paid an infirmary's worth of coin for the resolution of a spectral malady which has not yet shown any ill effects that you wonder if perhaps you should have kept it for the remedy of more readily apparent ailments, or better still, such arms, armor and provisions as would ward those hurt from your company altogether.

Lost 800 gp

Done is done, you sigh inwardly as you pass under the doorway of dark stone into the temple. Alight with the tall flames of many candles you find it, each tongue of fire reflected in the mirror polished sheen of greaves and shields, breastplates and gauntlets all of bronze, yet most of all and upon each wall given pride of place the weapons by which one man might make war upon another. You see in this place swords straight and curved, spears plain and cruel barbed such as had been made more for suffering than clean killing. You see axes forged as the beaks of birds of prey and heavy maces carved all about with the signs of the heavens which cannot disguise the brutal purpose for which they had been forged.

"All trophies given onto the Master of War after battles hard fought, here kept to His glory," your guide proclaims as you pass by the panoply of arms from realms far and near, arrayed, or so it seems to you, as though waiting for a hand bold enough to grip them and bear them off to war once more.

Shaking off the odd thought you look back to Inge and to Esha, the priest had greeted the first cordially and made no mention of the second, and much to your surprise Esha herself had not objected passing the threshold of the temple. "He who dwells in this place is no more likely to be the death of me than anyone else who wanders on the field of battle," she whispers in tongue unknown to these lands, catching your eye. "There is a justice at least in the spilling of blood with an even hand."

She means it as a jest, probably... yet you do not have long to ponder the matter for your guide leads you to corridors festooned with bronze beneath the heads of two great axes set on long hafts like a spear, both gleaming red and of some metal you do not know the name of. From Esha's start you guess they are enchanted, and from the way the shield on your back shifts an inch of its own accord like the hackles on a faithful hound rising you guess that their power is particularly fearsome.

Beyond that there is the high priest, half sitting half leaning on a high bench carved into the wall just a little too narrow for comfort. You do not know what you had been expecting, a man who is all a patchwork of scars perhaps, or even one who had lost a limb or an arm in battle. Instead the priest certainly has the build of a warrior, though more lithe than broad-shouldered, but he is only about ten years your elder. The most remarkable thing about him is his armor, forged not of bronze as you had seen among lords and clan heads, not even of leather or quilted cloth as the more common-born have worn. Rather it is forged of thousands upon thousands of plates of stone, horn and bone. How he can even move in that thing you cannot guess, yet move he does, lighter on his feet than he has any right to.

"Hail warriors from distant lands, let me see the spoils you bring and the scars you bear..."

Having already paid the price of honesty once you see no reason not to tell the tale of the fight against the pirates in full, particularly the manner in which Isele seemed to have been favored by the war god, perhaps in a manner that lingers in the flesh.

The young priest listens quietly, then in your sight he performs many strange rites; cutting his palm and mixing the blood with fragrant wax only to cast it into the flames and gaze into the smoke, pulling out a single hair from Tom's head and suspending a knucklebone from it, and finally bidding two of his underlings to bring one of the bells you had heard during the festival in honor of Olweje and bidding Tom to ring it. With one wary look at you Tom does and the priest finally nods as though with some fresh understanding.

"It is no curse of the sea that lies upon you, but of the progeny of Ikomi that was before the other Gods, of the race of wingless dragons that men call Linnorm. How the skald came to proclaim such a thing with power on his lips I know not, but rejoice for there is a mending of great glory for you! Should you slay one of these dragons in truth then you will be free of the fore-echo of its curse and its killing spite shall not harm you who are already afflicted."

Curse unveiled to be Linnorm Death Curse (Fjord)

Proposed means of removing it: Kill a Linnorm (according to the priest you will be spared its proper death curse, which instead will rid you of the curse you are suffering)


"I'm supposed to kill a bloody dragon? Again?" Tom growls, sounding incredulous. "John, Hugh and Pete as well?"

"Tis a great boon for the slaying of a mighty foe," the priest explains.

"What if I never take it off?"

"Ware the water least you drown," the priest of Olweje says with grim finality.

The discovery that neither weapon nor horn bears any curse or malice does little to lift your spirits. Killing one dragon from ambush had been trouble enough. Where might you even find another, much less the means to kill it?

"The spirit of fire in the north. It had the power to burn off curses while leaving the sufferer unharmed," you recall after turning the question over and over in your mind.

"You don't need to trouble yerself over me, my lord," Tom proclaims stoutly, a fact which you resolutely ignore. It is a lord's duty to worry, just as it is his privilege to command.

Do you seek remedy for the curse among the others whom you had decided to speak to these days?

[] Yes
-[] The Temple of Ikomi
-[] Anisi the Huter

[] No, you do not want to reveal such a potentially deadly weakness


OOC: You guys were actually relatively lucky with the curse saves, a lot more people could have gotten hit with it.
[/SPOILER]
 
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[X] Yes
-[X] The Temple of Ikomi
-[X] Anisi the Huter


We are in good enough relations to ask if they know any means of getting rid of it; and the effects are not so bad, it's not so bad a weakness.

If we won't get any better means of getting rid of it, we could go to Serik the priest of Ashinu during the second bunch of Roland's actions after the stronghold is complete and see if Serik can get rid of it, he promised to try for simple gp payment.
 
Damn, I almost broke my keyboard in anger. Looking for a linorm is like looking for a needle in a haystack. And frankly, I very much doubt that we will be able to kill him without monstrous losses.
 
At least know you all know that it's not a particularly problematic curse, in most situations.
Unlike the speculations about Lycantrophy.

Also the fire-twins also had a way of dealing with curses, we can ask them once we are back on Lirman.
 
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