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

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Arc 12 Post 1: The Sword and the Sorceress
The Sword and the Sorceress

The First Day of Elnu-eza (Elnu Ascendant), 1349 A. L. (After Landfall)

A return to life aboard the ship is easier on the mind and on the stomach than you might have feared, it seems the habits of the past year do not so lightly fade. It helps that you now know what to pack and what to leave aside more than when you set off from Alexandria. You will not be going to many feasts this season but again to war and so the fine tunics had been left behind at the Respite and left behind also had been the lazy days of winter by the hearth. As the weather stays fair for the first few days out of Orinilu you spend much of it in sparring, shaking off the rust of of long training, strange as that is to say, but no less true for it. It is one thing to train to thrust and parry the spear, or how to carry armor with grace, and quite another to face off against an opponent that would challenge you... and Tom certainly is that.

You win four out of every five bouts, but with about twenty to thirty every day you end up staring at the boards of the deck often enough that you could count the knots in the wood regardless. It does not really help that Durendal sulks at having to extinguish its fire and turn its deadly edge away, the spirit within is still young and prickly in the pride of its forging. How does one even teach a sword restraint when they had been wrought for the single purpose of ending lives?

"You do not have to really," Esha says from behind you and only then do you realize you must have said the last aloud. "It is a sword and so cannot slay anyone without your say so, without your hand on the hilt."

"It seems... ill done of me to compel it without understanding," you reply slowly

She tips her head to the side and looks at you, blinking slowly. "No... that still looks strange from this angle. You are an odd fellow, Roland de Verley, and and I do not mean from whence you came."

"Shall I take that as a compliment?" you chuckle, knowing the answer. Bu still it is pleasing to hear from such fair lips isn't it? What was it they said about the sin of pride, that t was first and greatest? That you can well believe.

"You are odd enough to welcome such company as mine and for that I am glad," the sorceress answers archly. "Perhaps what you need is more sparring partners..."

"I've tried that and it does seem to be more content to abide by the rules when it is one against many, but the only other person besides Tom whom I can duel alone is Wanderer and he took dog's watch yesterday."

"How about me then? Do you want a dance?" She asks and by her smile only a fool would mistake the double meaning, but by the same token she brings her staff up into a guard. The offer itself is not a jest. Less answering those troublesome questions and more in the way of adding another, what does one do when one is challenged to a spar by a beautiful woman?

Alas your lessons in etiquette have been lacking, you will just have to make it up as you go along. "I would be honored, my lady."

Trying to fight Esha is a bit like swimming against a strong, but unsteady current, she is not so skilled as to surprise you and certainly not given to knocking the legs out from under you the way Tom is wont to do, but she is armored in sorcery not steel and it is as though the air itself rejects your blows and turns them aside, just when you least expect it. At first it feels like you are trying to hit a ghost, but eventually you realize she does not really have control of what her power is doing, it is simply a veil she had woven, sure as a chain shirt, sure as a fine shield, but a chain shirt can be pierced and a shield pushed aside. You learn the place were the magic is weaker, the time when the veil is thinner.

There, now... you cut. A flash not of light but darkness passes through the air and a chill runs down your blade as it moves too fast striking the underside of he jaw leaving her skin raw and red with the touch of burning bronze.

"I'm sorry I..."

As you look on the mark vanishes as Esha seems to heal before you eyes in a way that seems chillingly familiar for a moment, but not near enough to assuage your guilt.

"What are you waiting for?" she asks in challenge. "For me to raise that death ward again? When a wizard duels time is on ours side, a spell of sleep or blindness only a few moments away, but it turns against us when many face off against one." She looks around the circle of watching Fellowship arms-men and sailors. "That is why fear is such useful weapon and why so many weave it into their spells." Her hand contorts in arcane gestures and cold words from her lips fall. Terror passes over you like a shadow but it finds no grip.

By the end of the session the men had learned a little more about how to fight a magician in a duel and you had learned that one can train the mind to cast off enchantments, though not without the cost of a splitting headache in the bargain. At that point your sword had finally learned why you wanted it to dim its flames, you do not know how but by the end all that emanates from it is not frustration, but a sort of hum that is probably attempting to be soothing.

That is when you find out your sword cannot carry a tune.

What do you do next?

Social Stage 1/4

[] Keep up the language lessons, by the time you make it back to Orinilu you might even manage to only sound like a foreigner instead of a concussed foreigner in their tongue (Improve Language proficiency)

[] Try to learn a bit about navigation (Can select Profession Sailor or Knowledge Astronomy as skills next level up)

[] Hugh the younger wants to talk to you about... something. From the look on tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
[] Write in


OOC: AC 21 and 6 renewable temp HP is no joke in terms of tanking. I thought I'd show that off a bit here as well as the reactions to it. Also, I have decided to number the stages for things like this so you guys have some notion of how many actions like this you can take per journey, hope it does not feel intrusive and is helpful in longer term planning on these journeys
 
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[X] Keep up the language lessons, by the time you make it back to Orinilu you might even manage to only sound like a foreigner instead of a concussed foreigner in their tongue (Improve Language proficiency)

We talk good!
Perhaps even well, next time.
 
Don't worry, Durendal, you might not be able to carry a tune, but that's because Roland isn't allowing you to work in your preferred medium of flesh, blood, bone, and tears of our enemies. I'm sure you'll sing a proper Power Metal ballad the next time you lop off a pirate's head.

I'm curious about what Hugh wants to talk about. I wonder if he's thinking of converting to Ikomism?

[X] Hugh the younger wants to talk to you about... something. From the look on Tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
[X] Hugh the younger wants to talk to you about... something. From the look on Tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
[X] Hugh the younger wants to talk to you about... something. From the look on tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
[X] Keep up the language lessons, by the time you make it back to Orinilu you might even manage to only sound like a foreigner instead of a concussed foreigner in their tongue (Improve Language proficiency)


RIP Owl Lady; deemed unimportant :(
 
[X] Keep up the language lessons, by the time you make it back to Orinilu you might even manage to only sound like a foreigner instead of a concussed foreigner in their tongue (Improve Language proficiency)


RIP Owl Lady; deemed unimportant :(
DP said she'll be back. Maybe we'll even return to Wayfarer's Respite and find she's taken up residence?
 
[X] Hugh the younger wants to talk to you about... something. From the look on tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
[X] Hugh the younger wants to talk to you about... something. From the look on tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
Here's the updated character sheets, @DragonParadox, with Roland's new bonus feat and the 500 XP he earned this arc, along with Esha's level up.
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (9750/15000 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, Cumbrous Will (B), 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 Flaming Keen Bronze Longsword): +5 (BaB) + 2 (STR) + 1 (SS) + 1 (Enhancement) = +9 [1d8+3+1d6; Critical: 17-20/x2 Slashing]
    • when using Power Attack: +7 [1d8+7+1d6]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

STATS:
14 (+2) Strength
12 (+1) Dexterity
13 (+1) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
16 (+3) Charisma

SAVES:
FORTITUDE: 6 + 1 (CON) = 7
REFLEX: 1 + 1 (DEX) = 2
WILL: 1 + 0 (WIS) + 2 (IW) = 3

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

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

Special Abilities:
  • 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.
  • 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.
  • Cumbrous Will: Before rolling a Will save, you can choose to gain a +6 bonus on your saving throw. After the saving throw is resolved, regardless of the result, you are Shaken until the end of the encounter.
  • Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  • Expert Trainer: You receive a +2 bonus (1/2 Cavalier level) whenever you use Handle Animal on an animal that serves as a mount. In addition, you can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also train more than one mount at once, although each mount after the first adds +2 to the DC.
  • Challenge: 2/day, you can Challenge a foe to combat. As a Swift Action, you choose one target within sight to challenge.
    • The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
    • Your melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge.
    • Challenging a foe requires much of your concentration. You take a -2 penalty to his Armor Class, except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
    • Whenever you issue a Challenge, you can select one ally as a ward for the duration of the Challenge. Whenever your are adjacent to your ward, you take a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Steel Longsword

Durendal

Appearance: Wrought in the image of a knight's sword of finest bronze, the mark of Oroki of Apuku can still be read upon the base of the blade, yet in its journeys from that island the work of greater smiths has been made upon it also. It burns now with white flame along its edge, as though it had never left the smith's anvil, its hilt bound in a thousand small scales that shine like emeralds in the dark.

Powers:
Medallion of Mind Sentinel

Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.

Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.

Spell-Break Shield

Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.


Abilities:
  • +1 AC (Constant)
  • When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
  • Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
Silver
Heavy Horse (Combat Trained, Bodyguard Archetype)
N Large Magical Beast (Augmented Animal)
Init +5; Senses low-light vision, scent; Perception +12 (+14 w/Alertness)

DEFENSE:
AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt)
HP 61 (6d8+30)
Fort +10, Ref +10 (+2 vs Falling), Will +5 (+2 vs Fear, +4 on subsequent rounds if allowed)

OFFENSE:
Speed 50 ft.
Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS:
Str 21, Dex 20, Con 21, Int 11, Wis 17, Cha 14
Base Atk +4; CMB +10; CMD 25 (29 vs. trip)
Feats: Bodyguard, Combat Reflexes, Light Armor Proficiency (B), Natural Magic (B), Run (B), Sure-Footed Stride
Languages: Anwari, English, French
Skills: +13 Acrobatics, +12 Perception (+14 w/Alertness), +11 Swim (+9 w/Armor Check Penalty)

SPECIAL ABILITIES:
  • Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
  • Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
  • Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.
Spell-like abilities (CL 6): Know Direction (Constant), Detect Magic (1/Day)

Companions
Name: Tom Wodsworth

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

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

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

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

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

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

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

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

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

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

Special:
+2 vs Poison

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

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

Extracts Prepared (CL 3):
Combat Loadout:
Everyday Loadout:
Special Abilities:
  • Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
  • Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
  • Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
  • Bombs (Su): You can create and throw an Alchemical bomb up to 7/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 15 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
    • Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Splash Weapons and Poisons:
4x Black Adder Venom
5x Greenblood Oil
5x Potion of Cure Light Wounds (1d8+1)
10x Holy Weapon Balm

Name: Inge
Alias: Sea-seeker
Alignment: Chaotic Neutral
Age: 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]
Weapon Proficiency: Dagger, Staff

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

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

Special:
+2 Resistance bonus against ongoing effects.

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

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

Spell-like Abilities:
Hexes:
  • Cauldron (Inge needs saltwater to brew potions* and must use an Ikomi-blessed cauldron*)
  • Fortune (36/Day; [Witch Level x INT bonus] x 3**)
  • Healing (36/Day; [Witch Level x INT bonus] x 3**)
Special Abilities:
  • Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
  • Guiding Spirit: Once per day as a Swift Action, you can look to your Guiding Spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a Natural 20, you can use this ability again that same day.
  • Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 levels. After performing a conduit surge, you must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become Staggered for a number of minutes equal to the level of the spell cast.
Equipment of Note:


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.
Puzzle Box*

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, Greek, Sicilian
Special: Fire Resistance 1

HP: 30/30
AC: 10 + 2 (DEX) = 12
Initiative: +2 (DEX)
Attack: +3 (BaB) + 2 (DEX) = +5
Weapon proficiency: Dagger, Light Crossbow, Rapier

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

SAVES:
FORTITUDE: 1 + 2 (CON) = 3
REFLEX: 4 + 2 (DEX) = 6
WILL: 1 + 1 (WIS) + 1 (FG) = 3

Special:
+1 Against Illusion Spells
+2 Against Poison or Drugs
+4 Against the effects of Alcohol

SKILLS:
Appraise: 7 + 3 (INT) + 2 (MotL) = 12
Bluff: 7 + 2 (CHA) = 9
Climb: 7 - 1 (STR) = 6
Diplomacy: 7 + 2 (CHA) +2 (Persuasive) = 11/12**
Knowledge (Local): 7 + 3 (INT) = 10
Knowledge (Nobility): 7 + 3 (INT) = 10
Linguistics 7 + 3 (INT) = 10
Perception: 7 + 1 (WIS) = 8
Profession (Sailor): 7 + 1 (WIS) + 2 (MotL) = 10
Sense Motive: 7 + 1 (WIS) + 1 (Hardly a Fool) = 9/13*
Stealth 7 + 2 (DEX) = 9
Swim: 7 - 1 (STR) = 6

*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.

Special Abilities:
  • Charmer: Re-roll Diplomacy 1/day.
  • Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
  • Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
  • Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
  • Drunkard's Recovery: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
  • Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
  • Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
  • Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
Boots of Cat's Luck

Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.

Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Fey Gold

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

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

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

Talismans:
  • Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.

Name: Esha

Alignment: Unknown
Age: Unknown
Race: Ajibachana (Variant Dhampir)
Level: 4
Class: Arcanist 4 (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: Low-Light Vision, Darkvision 60ft
Class Features: Arcane Reservoir, Arcanist Exploits (Aspect of Innocence, Consume Life, Twilight Barrier)

HP: 16/16
AC: 10 + 3 (DEX) + 4 (Mage Armor) = 17
Initiative: +3 (DEX)
Spell Save: 10 + 4 (INT) + spell level
Attack: +2 (BaB)

Weapon Proficiency: Staff

STATS
8 (-1) Strength
16 (+3) Dexterity
10 (+0) Constitution
18 (+4) Intelligence
8 (-1) Wisdom
14 (+2) Charisma

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

Special:
-2 to the next Will save after failing the first Will save of the day.

SKILLS
Bluff: 7 + 2 (CHA) + 2 (Subjective Truth) = 11
Diplomacy: 7 + 2 (CHA) + 1 (Unidentifiable Appeal) = 10
Knowledge (Arcana): 4 + 4 (INT) = 8
Knowledge (Planes): 6 + 4 (INT) + 2 (PI) = 12
Knowledge (Religion): 7 + 4 (INT) = 11
Sense Motive: 7 - 1 (WIS) + 1 (Outcast's Intuition) + 2 (Planewalker's Insight*) = 7/9*
Spellcraft: 7 + 4 (INT) = 11
Use Magic Device: 6 + 2 (CHA) + 2 (Ajibachana) = 10

*Sense Motive checks vs Outsiders

Spells Known (Arcanist Level 4):
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 Retreat, Lock Gaze, Mage Armor, Magic Weapon, Mindlink, Recharge Innate Magic, Repair Light Damage, Rite of Centered Mind, Shield, Shocking Grasp, Sleep
Level 2: Blindness/Deafness

Spells Prepared (CL 4**):
Level 0: Daze, Detect Magic, Guise of the Dead*, Penumbra, Prestidigitation, Ray of Frost (At Will)
Level 1: Cause Fear, Mage Armor, Sleep (5/Day)
Level 2: Blindness/Deafness (3/Day)

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

Spell-like Abilities (CL 4):
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
  • Arcane Barrier: Provides 6 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
  • Aspect of Innocence: Gain the effects of an Innocence spell as an Immediate Action at your caster level.
  • Soulrider
Special Abilities:
  • Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
  • Arcane Reservoir (Su): You start each day with 5 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 7 points (3 + Arcanist level).
  • Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
  • Soulward (Su): As long as Esha has her Soulrider on Roland, she can at will as a swift action give him +2 profane bonus to will saves until her next round*. If active, it can be seen by seers with a particularly discerning eye or a specific hatred of the living dead*.
  • Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Weaknesses:
  • Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
  • Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Equipment of Note:
 
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[X] Hugh the younger wants to talk to you about... something. From the look on tom's face it is not too serious, though he does perhaps frown a bit more then the norm about whatever this is than the norm
 
[X] Keep up the language lessons, by the time you make it back to Orinilu you might even manage to only sound like a foreigner instead of a concussed foreigner in their tongue (Improve Language proficiency)
 
What is Dog's Watch?
Google tells me its a specific watch duty time, though probably not quite the same timing in Roland's era as in ours. I'm just assuming it was the worst time slot, like the middle of the night after you've either been asleep for a while or just stayed up late so you wouldn't be forced to wake up and stand watch before then going back to sleep after having your schedule interrupted.
 
What is Dog's Watch?

In a modern navy it is sort of the late evening time slot, but the origin of the name is actually from the midnight watch, it kind of shifted around when you went from the age of sail to modernity, or at least that is one ethological theory. The specific name of watches were not the sort of thing likely to get into a medieval manuscript on account that you had to pay the local monk to actually transcribe every part of a text, or the monk had to care enough to do it for free.

That is why the printing press was such a revolutionary thing and so beloved of historians, there were suddenly a lot more perspectives in the historical sources beside the upper class and the church.
 
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Arc 12 Post 2: Stolen Boots and Stolen Hearts
Stolen Boots and Stolen Hearts

The First Day of Elnu-eza (Elnu Ascendant), 1349 A. L. (After Landfall)

"So I was wondering- I mean, milord... I'm not sure if I should be coming to you with this. Tom said not to bother you, but I couldn't think of no one else and you managed to figure out so much... and they say that lords are lords 'cause God wants them to be so... Seeing as there ain't no there ain't no priests..." Hugh rambles.

"Spit it out," you say brusquely but not unkindly, you hope at least. You can already feel a phantom pain about your temples when you had heard the word 'priest'. Hard enough to make peace with your own understanding of God in this world, you are the last man anyone should be looking towards for their own.

A flush, all the brighter against winter's pallor, rises to his cheeks and then he mumbles something so low you can't quite catch it.

"There is a girl?" you half ask, bewildered as to where this is going. Surely he can't mean...

"It's why I didn't want to do the thing with the priests, you know. I mean... it's not like I haven't known women, I'm a soldier and all, but it didn't sit right to do it when I was..." he takes a long breath and then, in the tone of a man admitting to some crime which he dreads the punishment for, says, "When I was courting Sacha, that's her name. She's a house servant for them nobles or traders or whatever that we were talking to..."

"House Koire," you provide, wondering what the hell you had just gotten into. A servant is not as bad as it could have been you guess, though you hardly know what the customs for marriage are like, it not being a thing that you have the least interest in at the moment.

"She's a weaver. They've got this big weaving room in the house which a lot of girls working it, all bondsmen sort of, traded off by their kin so they don't have no dowry or nothing really and that don't seem right so I, er..."

Right about now your patience is wearing thin. "For the sake of the angel Gabriel's wisdom and the Virgin's mercy tell me you didn't lay with her before setting off on a half year's journey to bloody war."

"No milord, I wouldn't do that to Sacha. I aim to marry her if I come back hale!" Hugh blurts out, then looks horrified at the fact. Then as though to cover for that he says. "I paid out her bond, all of it, with my pay from the Fellowship so I didn't have the silver to buy new boots when a pair of mine got stolen, so I told Tom and he told me I lost them. I should buy them back out of my own coin, but I don't have no silver..." He pauses for breath. "I've got a little, but not enough for boots, so I said so to Tom and then I said why I didn't have the silver. It's not like I lost the boots 'cause I was courtin'."

No, that would be just absurd wouldn't it, you think to yourself, glad you are at least able to laugh at things like this a little or you would go mad. "So what's this about, not just about silver for the boots is it?"

Hugh shakes his head. "I wasn't going to say nothing until we were back in port, but seeing as Tom found out and all I thought I'd ask... how do you figure you would marry a girl with no priests about?"

"Have you thought about asking her?" You have a sinking feeling what the answer is going to be.

"Why should I do that? She's a heathen, ain't she? Never known any better so it's not her fault, but now that we are here I can let it right." He sounds very pleased with that bit of logic.

Don't put your head in your hands, don't put your head in your hands, you tell yourself over and over again. It is really not his fault after all, village boy off to his first war, younger even than you and you are no greybeard. When it came time for him to marry you have no doubt he would have had his parents and his aunts and uncles, his cousins and half the village for advice, but here and now all he has is his own judgement and hasn't that made a right mess of it? Refusing to take a cure against a bloody drowning curse not for his own sake the way John did not because he did not want to be unfaithful to a girl who probably prays to Ashinu... out of the notion that he is going to convert her somehow with your supposed theological understanding.

As it became clear that you are not going to be handing out any insights on faith anytime soon Hugh asks another question. "So once we're married can be live in the keep? I'm sure she'd be a dab hand at things that need doing round there, cooking and cleaning?"

What do you reply?

[] Accept, if he manages to marry the woman, which you privately doubt, he can bring her to the Wayfarer's Respite

[] Refuse, there is no place for more bedrooms and no more gold for it

[] Delay, you can deal with once all of you are safe and sound back in Orinilu

[] Write in


OOC: And this is what happens when you hand out generous sums of money to young soldiers who are all strangers in a strange land. Some of them are going to spend it on the usual wine and song, others are going to get creative.
 
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I can feel how badly you want to smack Hugh in the back of the head, Roland. I don't blame you...

@DragonParadox, have we learned anything about how the gods react, or at least their clergy, when someone attempts to convert them to a different religion? Esha would know that, I'm guessing?

Wayfarer's Respite is going to need serving staff, though, and we did build an upstairs store room with the intent of possibly converting it into servant quarters, which are partitioned into six small sleeping areas. Assuming Hugh didn't just get scammed out of his pay and his chance to get cured, his wife could work as a servant in the keep.
 
I can feel how badly you want to smack Hugh in the back of the head, Roland. I don't blame you...

@DragonParadox, have we learned anything about how the gods react, or at least their clergy, when someone attempts to convert them to a different religion? Esha would know that, I'm guessing?

Wayfarer's Respite is going to need serving staff, though, and we did build an upstairs store room with the intent of possibly converting it into servant quarters, which are partitioned into six small sleeping areas. Assuming Hugh didn't just get scammed out of his pay and his chance to get cured, his wife could work as a servant in the keep.

The gods themselves are too vast to care about things like individual conversion, they act though their agents if they act at all, they might be more like forces of nature, vast and incomprehensible.
 
The gods themselves are too vast to care about things like individual conversion, they act though their agents if they act at all, they might be more like forces of nature, vast and incomprehensible.
What about the religions themselves, or the people within them? Are we going to need to worry about angry priests denouncing us as foreign heathens if Hugh does manage to convert Sacha?
 
The question here is another.

If he marries the woman and moves her to the Keep, he will continue working for us, but probably as a guard.
If he marries her and can't move with us, he will likely leave.
If he doesn't, everything keeps the same.
 
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