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

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I assume he's a Christian of the kind of Greek origin so the irony of being able to do that isn't lost on him.

Oh yeah definitely, he remarked on it when he made the stuff, if only to himself. Also he is Coptic

@DragonParadox, why would they equip inferior armor instead of their chain shirts? AC is the same, +4, but Armored Coats have less max dex bonus and, more importantly, they have less speed, 20/15 compared to 30/20 for chain shirts.

Can the men still have their chain shirts?

Oops, thought they had better AC, edited that part out.
 
Oddly enough, the Koire Armsmen are probably lvl 1 Warriors. Assuming approximately analogous stats to our own armsmen, (who, unrelated, are veteran Lvl 3s, which seems very impressive for a non PC), this would give them about 6 or 7hp. Despite their training, Roland could easily slice through them like wheat, cutting up one a turn while they could only realistically fell us by signficantly outnumbering us over three or four rounds.

Chilling.

Narratively it would be faster if d20 systems didn't (reasonably) assume you generally face peer opponents.

Edit: Why does armour debuff speed? Are we not trained knights and the sort? Even sixty feet in six seconds is just a quick walk.
 
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Edit: Why does armour debuff speed? Are we not trained knights and the sort? Even sixty feet in six seconds is just a quick walk.

You can move four times your sped while running with light or medium armor, that is 120 ft/round, which goes down to 90ft/round in heavy armor. A charge is 60 ft/round, but that is because that round also has to include the attack at the end ot it
 
Oh yeah definitely, he remarked on it when he made the stuff, if only to himself. Also he is Coptic
Ha ha ha. I can imagine. Being from Alexandria it's self explanatory for him to be a Coptic.

I'm not really sure about the progress of alchemists in his time before he went on this journey with ideas like magnum opus, pananceas, chrysopoiea and the elixir of immortality. He's already achieving much that his colleagues if he has any would sacrifice their manhood for a chance to be in his position.
 
Nice, so how many hirelings do we need to maintain the fort while we are gone? A carpenter, a cook, a janitor as well as a houndsmaster?

All of those would be nice to have but you do not need them, any men you leave behind know at least enough cooking not to starve if left on their own and you can make any repairs when you get back. As for cleaning... well there has to be some kind of punishment duty.
 
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You can move four times your sped while running with light or medium armor, that is 120 ft/round, which goes down to 90ft/round in heavy armor. A charge is 60 ft/round, but that is because that round also has to include the attack at the end ot it

That does make more sense, though it looks like several medium armours includes a similar speed debuff.
I suppose that's the medium part.
 
All of those would be nice to have but you do not need them, any men you lave behind know at least enough cooking not to starve if left on their own and you can make any repairs when you get back. As for cleaning... well there has to be some kind of punishment duty.
Thanks for the quick reply, so how rare is it to find a houndsmaster in the city? Or a bear-trainer perhaps?
 
Please consider going to the priest about the curse.

We assured our men that we'll seek a cure when we reach Orinilu, and we still don't have a good one, the bad ones including trying to kill a CR 14 dragon, relying on Moru's god which has a chance to hurt instead of cure, and travelling to the north, to Danuk's fire spirit, hoping that the spirit will agree to help us.

Tinker fey are really good, but we can safely postpone it for a little bit, Orinilu is not going anywhere and we will be here. In fact, it may be more advantageous to contact the fey not now, but later, when we are more established and have more resources, as we'll certainly need money and resources to negotiate and make deals with them.

[X] Speak to Serik Priest of Ashinu about the curse upon your men

@DragonParadox, given that we've got the wine economy and you said before
Trying to sell magic potions will be part of the same action as trying to sell magic wine
how large is the market for e.g. CLW potions? How many can we sell per season? If only to brew them at effectively no cost by selling every second one.
 
[X] Speak to Serik Priest of Ashinu about the curse upon your men

We are a bit tight on funds, but more importantly, we promised our men!

(We also need to purchase 8 breastplates at some point or other. 1600gp isn't a ruinous price by any measure, but still, it's not helping.)
 
@DragonParadox, given that we've got the wine economy and you said before

how large is the market for e.g. CLW potions? How many can we sell per season? If only to brew them at effectively no cost by selling every second one.

You pretty much have to sell them to individual nobles or institutions, lower and middle income people do not have the cash on hand for something like that. Because magic is not very trusted you have to sell them by contract to people who already trust you which at this point is just House Koire... which does not really have the money for it right now. Still they will get more money and you will get more contacts as time goes on.
 
All of those would be nice to have but you do not need them, any men you leave behind know at least enough cooking not to starve if left on their own and you can make any repairs when you get back. As for cleaning... well there has to be some kind of punishment duty.
For random events back at the Wayfarer's Respite could a random deity's blessing be one of them that includes a new pilgramage spot?
 
So I was just doing the math on how much you would make out of tears to wine and even at half price you would make something silly like 50K gp/season, that is way way too much. Like there would be no reason to adventure, you guys can be wine barons so in the interest of making this balanced I am going to say that while Zaia can make the spell permanent and not 10 minutes/ level as RAW it comes at the cost of ten times less wine, so that would be an absolute maximum of 5K gp/season so long as he does noting beside make wine with his first level spells, which he is not going to have that much interest in, so call it 1250 gp per season (one spell every day so he can still use most of his magic for doing magic), it still adds up to a decent amount of passive revenue in the long run without being game-breaking
The duration given for the Tears of Wine spell is how long the bonus to Intelligence and Wisdom-based spells lasts after taking a drink. The wine or mead itself lasts as long as it would if it had been produced naturally.

At least that's the normal workings of the spell, though I can understand why you would want to change it for balance reasons. For the sake of simple logistics, such as the times when Zaia uses it to produce wine or mead for those aboard Marcella or living in Wayfarer's Respite, could we instead change it so that the beverage produced by the spell persists for somewhat longer, such as 1 hour per point of Zaia's Intelligence bonus plus 1 per Alchemist level, while the regular duration remains the time the bonuses last after drinking it?

If the stuff would regularly last 7 hours (his +4 INT bonus plus 3rd level), that would be plenty of time for people to drink whatever he produced, be it when we're at sea, having a feast back at Wayfarer's Respite, etc., without changing the necessity of producing less per casting if we want it to be permanent. This would be a better fit based on our previous use of the wine, since there has been mentions of it being shared among Marcella's crew and that of the Pride before we returned to Orinilu, and that would have been very difficult to manage if the stuff only lasts 30 minutes at Zaia's current level.
 
The duration given for the Tears of Wine spell is how long the bonus to Intelligence and Wisdom-based spells lasts after taking a drink. The wine or mead itself lasts as long as it would if it had been produced naturally.

At least that's the normal workings of the spell, though I can understand why you would want to change it for balance reasons. For the sake of simple logistics, such as the times when Zaia uses it to produce wine or mead for those aboard Marcella or living in Wayfarer's Respite, could we instead change it so that the beverage produced by the spell persists for somewhat longer, such as 1 hour per point of Zaia's Intelligence bonus plus 1 per Alchemist level, while the regular duration remains the time the bonuses last after drinking it?

If the stuff would regularly last 7 hours (his +4 INT bonus plus 3rd level), that would be plenty of time for people to drink whatever he produced, be it when we're at sea, having a feast back at Wayfarer's Respite, etc., without changing the necessity of producing less per casting if we want it to be permanent. This would be a better fit based on our previous use of the wine, since there has been mentions of it being shared among Marcella's crew and that of the Pride before we returned to Orinilu, and that would have been very difficult to manage if the stuff only lasts 30 minutes at Zaia's current level.

Sure, seven hours sounds reasonable, it makes your logistics easier, but does not allow you to sell game breaking amounts of wine. I'll edit the update
 
I'm torn between these two options. I really want to meet the Tinker Fey, and doing so before we set out for Apuku seems like a good time to do it. We might even get some friendly Fey tagalongs who can help us on the journey, or maybe just teach the Otter-kin the Disable Device skill. The strange owl is an obvious plot hook that has been teasing us all Winter, and I'm scared that ignoring it will mean a missed opportunity.

I don't think Serik is going to be any more useful dealing with the curse than anyone else has been up to this point. If it was just a matter of paying someone to cast Remove Curse on our men, we could have already done so.

[] Zaia has learned more of the local fey. The Tinker Court is drawn, it seems, to the diligent industry of mankind, thus Orinilu itself might be your passage into their domain.

[] The strange owl, the thing has been following you for more than a moonturn by now. There has to be some reason for its strange behavior, see if you can discern it
 
[X] Zaia has learned more of the local fey. The Tinker Court is drawn, it seems, to the diligent industry of mankind, thus Orinilu itself might be your passage into their domain.
 
I don't think Serik is going to be any more useful dealing with the curse than anyone else has been up to this point.
He specifically advertised himself as curse-breaker:
After all, Serik is not shy about mentioning his own skill with the breaking of curses under the eye of his god.

And yeah, while the payment he expects is not indicated to be gold, it would still be a simple transaction, payment rendered for curse removaed. It's not a sure thing, obviously, but the man wouldn't boast if there would not be a significant chance of success.

Moreover, now we know what the curse is exactly, he doesn't even have to identify it beforehand.

If it was just a matter of paying someone to cast Remove Curse on our men, we could have already done so.
It would be, if this was the high magic setting or if the magic was common. Unfortunately, it is not, and that's why it's required of us to first investigate where we can even try, and then try. This is our best bet, both because the action we got was specifically
Option Unlocked: Visit the Temple of Ashinu for Curse Breaking
exactly what we need, and because Ashinu is not war-crazed lunatic like Olweje and actually cares about the living unlike Ikomi.
 
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Looking back at being an otter, d3-2 damage seems very small, despite the impressive hit bonus.
How does sneak attack work, and is the plan largely to use the Otters to disable and debuff rather than kill, or is sneak attack actually extremely hefty?
 
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