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

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Adhoc vote count started by DragonParadox on Jun 24, 2022 at 4:35 PM, finished with 11 posts and 5 votes.

  • [X] Screwed by unfavorable circumstances while not bad himself.
    -[X] His leadership was actually up to par, not perfect but good taken in account his relative lack of experience and that Anwa's kings have less hold over clans than most other kings might have over their subjects, and would have been enough to win the war.
    -[X] His undoing was the fey/spirit problem, and that is a thing no man can be assured to navigate and solve to any degree, you never know with spirits and fey. And that was as much failing of his spiritual advisors as him.
    --[X] If it fits in the flow of the conversation, share our own failures in dealing with fey, including the one we lost Tam because of.
    -[X] Nothing we can do but learn from our mistakes and do better in the future. And it is possible to learn from mistakes and do better in the future, our experience tells us so.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jun 24, 2022 at 4:35 PM, finished with 11 posts and 5 votes.

  • [X] Screwed by unfavorable circumstances while not bad himself.
    -[X] His leadership was actually up to par, not perfect but good taken in account his relative lack of experience and that Anwa's kings have less hold over clans than most other kings might have over their subjects, and would have been enough to win the war.
    -[X] His undoing was the fey/spirit problem, and that is a thing no man can be assured to navigate and solve to any degree, you never know with spirits and fey. And that was as much failing of his spiritual advisors as him.
    --[X] If it fits in the flow of the conversation, share our own failures in dealing with fey, including the one we lost Tam because of.
    -[X] Nothing we can do but learn from our mistakes and do better in the future. And it is possible to learn from mistakes and do better in the future, our experience tells us so.
Since its gonna need a diplomacy roll, don't forget that Roland's for another +3 effective bonus to his current social skills from his new Diplomat's Presence ability. Haven't had a chance to update his sheet yet.
 
So, I am trying to learn about Weaboo Fightan magic. I see that Bluff is the skill used in Iron Tortoise, yet I don't see how.

Can someone elighten this poor fellow?
 
Yeah, I got that, but at a glance I was not seeing those skill checks. I will look deeper into it later. Thanks.
Some disciplines make more use of their linked skill for maneuvers than others. Off the top of my head, I think the Riven Hourglass discipline only uses it once. Iron Tortoise likely has at least one, but it might not even be in the level range we can reach in this setting.

The one I'm looking forward to for Roland is a 2nd level maneuver that will allow him to make a Diplomacy check to counter an attack.
 
Some disciplines make more use of their linked skill for maneuvers than others. Off the top of my head, I think the Riven Hourglass discipline only uses it once. Iron Tortoise likely has at least one, but it might not even be in the level range we can reach in this setting.

The one I'm looking forward to for Roland is a 2nd level maneuver that will allow him to make a Diplomacy check to counter an attack.

Oh, I saw that one. With our bonuses we are going to be a pain to hit.
 
The one I'm looking forward to for Roland is a 2nd level maneuver that will allow him to make a Diplomacy check to counter an attack.
I understand that there is probably some explanation, like some connection to Diplomacy's "This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.", but that's just silly.

Wish we could have something custom for Roland without anything like that, though I understand if it's unlikely given all the work of composing and balancing things. Though maybe slight (or not so slight) modification of an existing one could be done?

Like yeah, through fighting dragons, daemons, fey and other magical things Roland found in himself abilities to do things in combat he didn't think possible before, but it still should be something that meshes well with the reality of the world, not something straining suspension of disbelief. Bonus points for less pretentious and less forced naming.
 
I understand that there is probably some explanation, like some connection to Diplomacy's "This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.", but that's just silly.

Wish we could have something custom for Roland without anything like that, though I understand if it's unlikely given all the work of composing and balancing things. Though maybe slight (or not so slight) modification of an existing one could be done?

Like yeah, through fighting dragons, daemons, fey and other magical things Roland found in himself abilities to do things in combat he didn't think possible before, but it still should be something that meshes well with the reality of the world, not something straining suspension of disbelief. Bonus points for less pretentious and less forced naming.
Eh, as quasi-supernatural effects go, that's a pretty mild one. Just think of it as projecting force of personality to distract the enemy at a crucial time, potentially causing them to miss. It's hardly a guaranteed counter, after all.
 
Arc 15 Post 2: Broken Wings, Silent Waves
Broken Wings, Silent Waves

Seventh Day of Olweje-eza (Olweje Ascendant), 1349 A. L. (After Landfall)

"I shall say that I agreed with every choice you took when preparing for battle nor after setting off for that would be a lie, but it is not false flattery to say that from the day I reached the city to that of the storm I had no complaints about your choices..." your conscience twinges slightly as you recall the oath the young king asked of you that you would not seek lordship. Had you been a man quicker to anger that could have gone ill, but not is not the time to split the stone until 'tis ground to sand. "It is only the whims of spirits that undid you and that could be said of every man."

"Not every man," the words are heavy and his hand as it waves towards Zaia standing near at hand listless. "You have found the service of those who know the spirits and how to vanquish them with fire and with death."

"I had good counsel that much is true," you reply, thinking of how you might explain your own failings in another time, another place. And thus perhaps you miss the thread that you aught to have pulled.

"And I did not you say?" the young king asks darkly. He grips the edge of the table to tightly his knuckles strain with it. "I was a poor king for the ones I chose to stand at the right of the throne." When you open your mouth to speak he waves you off. "I know you did not mean it nor to give offense, but truth often lies in the word that is not polished and so it was here."

"You were in haste and of haste there was need," you try to point out just the same. "I was one of those who spoke for a campaign in spring and from what I saw in the Thousand Caves it might almost have been too late."

"I had seasons to prepare and I could do... no more than what I did and the fate dealt to me for that folly was..." he sighs, weary before his time. "No more than I deserved under the gaze of Elnu and by the weft and warp of Nikure."

Though you try to prod the young king from his dark thoughts after than hour he would not speak of them anymore, perhaps ashamed even of the 'weakness' of barring his doubts before you.

Mayhap when he reaches home his sister can shake him from his gloom, that is your hope at least. Though speaking of making port with Ansefu among your passengers you reason that it would be best not to surprise a city for whom all the surprises of late have been ill. Yet you find Inge also sunk in dark thoughts and all about her silence save for Ripper purring deep in his throat and the drip of water across his scales. "Gulls are gone, can't see any as far as the eye can see, even with Her sharpening them," she admits

"Is that normal?" you ask, knowing that it is not. If anything you sometimes wish there would be fewer, squaking and quarreling and shitting across the deck.

"No..." the girl lowers her voice. "I think something's hunting them, the Formless, that's why I asked Ripper to stay with us for a bit, he's strong, but not as strong as that thing."

What do you do?

[] You managed without bird messengers before you will manage it now, sail on back into port to deliver Ansefu

[] Try to lay a trap for the Formless stalking you
-[] Write in how

[] Try to parlay with the Formless stalking you
-[] Write in how

[] Write-in


OOC: You guys did not make the diplo roll, like I said it was a hard DC, still you can't win them all.
 
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Oh, right. It keeps close. I like it that way.

So, how do we amush that thing? We need to make it believe that it is more intelligent than us.
 
It has dimension door at will, is slippery as hell and knows where we are and what we can do.

I think we should try to parlay before anything else, it's a creature of chaos and so is not so beholden to our shared past of conflict. And its whims are really flighty, there is a decent chance we could actually reach some form of agreement.

A possible angle could be appealing to its sense of superiority by presenting ourselves as know-nothings who do things we do because we don't know better; maybe we can trade it something, it should value sensations, memories, feelings?

At least we should try diplomacy before trying (probably unsuccessfully, I can't think of any way to surprise it) to trap it.

Maybe if we could get Marcella to cooperate and then have her get it while it would try to approach us when our guard is down, but that's too chancy, maybe we can get Marcella to do it, maybe not, maybe it will approach us, maybe not.
 
IIRC, it's actually for our allies- we give advice or a warning at a crucial moment, and they avoid being stabbed In turn.
Seems fair to me, given we can also use our words to make everyone hit harder and faster.
 
I can't think of anything good, so maybe just keep it simple?

Maybe it would actually be better for Esha to try to bluff it, if we will actually be able to negotiate with it, but I don't know what exactly we can bluff it about. That we are actually not culpable for its and its partner misfortunes, only the big bad Great Worm is, using her Aspect of Innocence?

Edit: latest version:

[X] Doing what we can
-[X] Continue sailing to Apuku, with Inge attempting to locate the Formless by talking to the sealife and using Eagle Eye several times a day, including any applicable help from herself, such as Guidance, Fortune Hex, Guiding Spirit, and Zaia, such as Magian Wine, Heightened Awareness and Human Potential (Zaia can temporary change his 2nd level loadout to Focused Scrutiny, Human potential for that if needed). Roland, Silver, Zaia, Antonio and Swift Pebble will help her Perception with Aid Another if possible.
-[X] Antonio will also try to check with Marcella if she can point us to anything like that false fish we encountered at Gibraltar.
-[X] If we'll locale it, attempt to peacefully approach it and have Roland and Esha try to parley with it.
--[X] Roland will try to initiate the parley using diplomacy with help from Zaia's Focused Scrutiny, Esha's Aid Another and Inge's Fortune Hex and Guidance if applicable.
--[X] Esha will try to deflect culpability from us to either the Great Worm or the Oceanid or both, whatever seems best, using her Aspect of Innocence, with help from Roland's Aid Another and Inge's Fortune Hex and Guidance if applicable.
--[X] If it feels right, try to appeal to its sense of superiority by presenting ourselves as know-nothings who do things we do because we don't know better.
--[X] If the deflection of culpability is not enough, Roland will try to reach an agreement with it, perhaps finding something that it might want, such as some way of giving it feelings, sensations, experiences it might want?
 
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I can't think of anything good, so maybe just keep it simple?

[X] Doing what we can
-[X] Continue sailing to Apuku, with Inge attempting to locate the Formless several times a day with her Eagle Eye including any applicable help from herself, such as Guidance, Fortune Hex, Guiding Spirit and Zaia, such as Magian Wine, Heightened Awareness and Human Potential.
-[X] If we'll locale it, attempt to peacefully approach it and have Roland try to parley with it, with help from Zaia's Focused Scrutiny among everything else.
--[X] Try to appeal to its sense of superiority by presenting ourselves as know-nothings who do things we do because we don't know better.
--[X] See if we can reach an agreement with it, perhaps finding something that it might want, such as some way of giving it feelings, sensations, experiences it might want?

Maybe it would actually be better for Esha to try to bluff it, if we will actually be able to negotiate with it, but I don't know what exactly we can bluff it about. That we are actually not culpable for its and its partner misfortunes, only the big bad Great Worm is, using her Aspect of Innocence?
This is a tough one. It's too much to hope that the creature will get bored with us and just fuck off into the sunset, I guess.

Attempting a parley can't hurt, I suppose, and if things go poorly, we can always try to kill it again. On the plus side, if Zaia gives Roland a Focused Scrutiny extract to use, that would push his Diplomacy bonus to +22 and his Intimidate bonus to +21. Combine that with Aid Another from Esha for another +2 bonus and Inge's Fortune Hex for a reroll, and we might be able to pull it off.

[X] myrix
 
Actually, @DragonParadox, a question for when you'll be able to answer, could Roland have made the DC of the Ansefu Diplomacy check with +5 general bonus from Zaia's Focused Scrutiny? And if he could, I have to ask from optimizing perspective, would you consider adjusting the update so that we are successful with that, or would that be a done deal to you?

There are no additional conditions for +5 Diplomacy bonus from Focused Scrutiny, so it should be applicable. It also can be justified by Roland using the extract with the aim of better understanding Ansefu to actually help him.

Should be noted that Zaia can give other people Range: personal, Target: you extracts such as Focused Scrutiny due to his Infusion discovery.
 
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This is a tough one. It's too much to hope that the creature will get bored with us and just fuck off into the sunset, I guess.

Attempting a parley can't hurt, I suppose, and if things go poorly, we can always try to kill it again. On the plus side, if Zaia gives Roland a Focused Scrutiny extract to use, that would push his Diplomacy bonus to +22 and his Intimidate bonus to +21. Combine that with Aid Another from Esha for another +2 bonus and Inge's Fortune Hex for a reroll, and we might be able to pull it off.
@Goldfish, what do you think of additionally trying to make it more amenable to us by deflecting our culpability with Esha's Aspect of Innocence? Can it help, or would it be better without it?
 
Here's updated character sheets for Roland, Zaia, and Swift Pebble, @DragonParadox

If ya'll notice anything I messed up, let me know.
Name: Sir Roland Verley
Alignment: Neutral Good
Age: 23
Race: Human
Level: 5 (10250/15000 XP)
Class: Cavalier 2 (Courtly Knight, Honor Guard; Order of the Dragon) / Fighter 1 / Warlord (Bannerman) 2
Feats: Additional Traits (Sound of Mind, Sword Scion), Bodyguard (B), Combat Reflexes, Cumbrous Will (B), Deft Maneuvers, Focused Discipline (B), Improved Initiative, Iron Will (B), Mounted Combat
Traits: Influence (Diplomacy), Cooperative Combatant, Sound of Mind, Sword Scion
Languages: Anwari, English, Engur, French, Sicilian

HP: 35/35
AC: 10 + 1 (DEX) + 10 (Fullplate +1) + 3 (Shield) = 24
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]
  • Bronze Breaker (+1 Breaking Gauntlet): +5 (BaB) + 2 (STR) + 1 (Enhancement) = +8 [1d3+3; Critical: x2; Bludgeoning], Special: +2d6 damage vs objects
    • when using Power Attack: +6 [1d3+7]
  • Cold Iron Short Sword: +5 (BaB) + 2 (STR) = +7 [1d6+2; Critical: 19-20/x2; Slashing]
    • when using Power Attack: +5 [1d6+6]
  • Lance: +5 (BaB) + 2 (STR) = +7 [1d8+2; Critical: x3; Piercing]
    • when using Power Attack: +5 [1d8+6]
    • when Charging: +7 [2d8+4]
      • w/Power Attack: +5 [2d8+12]
  • Longbow: +5 (BaB) + 1 (DEX) = +6 [1d8; Critical: x3; Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Longsword, Lance, Longbow, Dagger, Short Sword

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

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

Special:
+2 Traits bonus vs Mind-Affecting effects.
+2 Resistance bonus vs Mind-Affecting effects.
+3 Morale Bonus vs Death effects, Fatigue or Exhaustion effects, and poison or poison 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.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Bluff: 1 (Courtly Knight) + 3 (CHA) + 4 (Diplomatic Presence) = 8
Diplomacy: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 1 (Influence) = 17
Handle Animal: 6 + 3 (CHA) = 9
Intimidate: 8 + 3 (CHA) + 1 (Courtly Knight) + 4 (Diplomatic Presence) = 16
Knowledge (Arcana): 1 + 1 (INT) = 2
Perception: 8 + 0 (WIS) + 2 (Alertness w/Mount) = 10/12
Ride: 7 + 1 (DEX) = 8
Sense Motive: 8 + 1 (Courtly Knight) + 4 (Diplomatic Presence) + 2 (Alertness w/Mount) = 13/15
Survival: 3 + 0 (WIS) + 1 (OotD Protection) = 3/4

Martial Initiator Abilities:
Special Abilities:
  • Bodyguard: 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 +3 bonus to his Armor Class.
  • 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.
  • Tactical Presence (Ex): Your presence bolsters both yourself and your allies with one of the following effects. Changing between Tactical Presence abilities uses a Move Action.
    • Diplomat's Presence: You add a +4 Competence bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks.
    • Indomitable Presence: You and all allies within 30-ft. gain the benefits of the Diehard feat, and add a +3 Morale bonus (Charisma modifier) to Fortitude saves versus Death effects, Fatigue or Exhaustion effects, and poison or poison effects.
  • Challenge: 1/day, you can Challenge a foe to combat as a Swift Action. The Challenge remains in effect until the target is dead or unconscious, or combat ends.
    • Your melee attacks deal +2 extra damage (equal to Cavalier level) whenever the attacks are made against the target of your Challenge, but you take a -2 penalty to AC except against attacks made by the target of your Challenge.
    • Whenever you issue a Challenge, your allies receive a +1 Circumstance bonus on melee Attack Rolls against the target of your Challenge whenever you are threatening the target.
  • Warlord's Gambit (Ex): Use a Swift or Immediate Action to perform a Warlord's Gambit. You gain a +1 Luck bonus (1/2 Charisma modifier) to succeed. Success provides a bonus effect and recovers 3 expended maneuvers (Charisma modifier), but failure inflicts a -2 penalty on d20 rolls for 1 round.
    • Unbreakable Gambit: As an Immediate Action, you make a Fortitude or Will save against a non-harmless extraordinary ability, maneuver, power, spell, spell-like or supernatural ability. Reward: You heal 9 Hit Points (3 x Charisma modifier).
    • Brave Gambit: You make a Charge attack. Reward: You and all allies within 60 feet gain a +3 Morale (Charisma modifier) bonus on the damage roll of the next attack they make before the start of your next turn.
Equipment of Note: Cold Iron Short Sword

Bronze Breaker

Appearance: This Gauntlet is wrought of black iron in menacing guise, with claws that tear and a grip that crushes.

Abilities:

  • +1 Breaking Gauntlet (1d3 Bludgeoning Damage)
    • 2/Day as a Swift Action, the gauntlet gains the properties of Adamantine for one round. This allows attacks from the gauntlet to ignore Hardness below 20 in any attacked or Sundered objects.
    • Upon command, strikes from the gauntlet deal +2d6 damage against inanimate objects and crystalline creatures on a successful hit and ignore the Hardness of objects with a Hardness of 5 or lower. This effect remains until another command is given.
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.

Redman's Regalia

Appearance: Wrought of bronze and carved with runes of ruin, this armor is the mark of a great king unbowed in battle til the last, and it is the mark of secret sins that one can but guess at, a home of daemons wrapped around the heart.


Abilities:
  • +1 Dastardly Fullplate Armor (+10 AC, Maximum Dexterity Bonus: +1, Armor Check Penalty: -5)
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)
SAVES:
FORTITUDE: +10,
REFLEX: +10 (+2 vs Falling, +2 Circumstantial Bonus while on Marcella),
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 + 6 (Breastplate) + 2 (Shield) = 18
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

Special:
+2 Circumstantial Bonus to Reflex Saves while on Marcella

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: 4
Class: Alchemist 4 (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 (8/Day), Brew Potion, Discoveries (Explosive Bombs, Infusion, Tanglefoot Bomb), Mutagen, Poison Resistance (+2), Poison Use, Swift Alchemy, Throw Anything
Languages: Anwari, Engur, Arabic, Coptic, French, Greek, Sicilian, Latin

HP: 29/29
AC: 10 + 1 (DEX) = 11
Initiative: +1 (DEX)
Attack:
  • Dagger: +3 (BaB) + 1 (MW) + 1 (DEX) = +5 (1d4-2, plus Poison)
  • Bombs: +3 (BaB) + 1 (DEX) + 1 (TA) = +5 vs Touch AC (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.)
    • Tanglefoot Fire Bomb: 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 16 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
    • Explosive Fire Bombs: 2d6+6 Fire damage, plus 8 points of splash damage in a 10 foot radius, Range Increment: 20 feet
      • Special: A creature who takes a direct hit from the Explosive Fire Bomb catches fire and takes 1d6 Fire damage each round until the fire is extinguished. Extinguishing the fire is a Full-Round Action that requires a DC 16 Reflex save. Rolling on the ground provides a +2 bonus to the save, and dousing the target with 2 or more gallons of water automatically extinguishes the flames.
Weapon proficiency: Dagger

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

SAVES:
FORTITUDE: 4 + 1 (CON) = 5
REFLEX: 4 + 1 (DEX) = 5
WILL: 1 + 2 (WIS) = 3

Special:
+2 vs Poison
+2 Circumstantial Bonus to Reflex Saves while on Marcella

SKILLS:
Craft (Alchemy): 7 + 4 (INT) + 2 (Artisan) + 4 (Alchemist) + 3 (SF) = 20
Heal: 7 + 2 (WIS) + 3 (SF) = 12
Knowledge (Arcana): 7 + 4 (INT) = 11
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: 7 + 2 (WIS) = 9
Profession (Herbalist): 7 + 2 (WIS) = 9
Sense Motive: 7 + 2 (WIS) = 9
Spellcraft: 5 + 4 (INT) = 9
Use Magic Device: 4 + 1 (CHA) = 5

Alchemical Formulae Known:
Extracts Prepared (CL 4):
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 8/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 16 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.

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.
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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: Awakened Talent (B), Fast Learner, Master of the Ledger, Persuasive (B), Wild Talent (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 + 4 (Chainshirt) + 2 (DEX) = 16
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
+2 Circumstantial Bonus to Reflex Saves while on the Marcella

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.

Psionic Abilities: Power Points (5/Day)
  • Mindlink: As a Standard Action costing 1 Power Point, you can establish a telepathic bond with a willing target within 25 feet for up to 10 minutes which allows for two-way telepathic communication. Once the bond is formed, it works over any distance.
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.
  • 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.
  • Wild Talent: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats.
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: True Neutral
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)
Languages: Anwari, Engur, Coptic, Sicilian (poor)

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.
+2 Circumstantial Bonus to Reflex Saves while on Marcella

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, Resistance
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:

Name: Swift Pebble
Alignment: Chaotic Good
Age: 4
Race: Otter-kin [Tiny Magical Beast]
Level: 2
Class: Rogue (Vexing Dodger)
Feats: Deadly Agility, Deft Maneuvers (B), Improved Initiative (B)
Traits: Cliff Jumper, Recreational Fisher, Trap Finder, Unlearned (Knowledge: Nature)
Class Features: Evasion, Limb-Climber, Sneak Attack (+1d6)
Special: Darkvision 60ft, Hold Breath, Low-Light Vision, Thought Speech (60ft)

HP: 17/17
AC: 10 + 5 (DEX) + 2 (Size) = 17
Initiative: +5 (DEX) + 4 (Improved Initiative) = +9
Movement: 20 feet (Land), 30 feet (Water)
Attack:
  • Short Sword: +1 (BaB) + 5 (DEX) + 2 (Size) = +8 [1d3+5, Critical: 19-20/x2]
Weapon proficiency: Dagger, Short Sword

STATS:
6 (-2) Strength
20 (+5) Dexterity
13 (+1) Constitution
14 (+2) Intelligence
10 (+0) Wisdom
10 (+0) Charisma

SAVES:
FORTITUDE: 0 + 1 (CON) = 1
REFLEX: 3 + 5 (DEX) = 8
WILL: 0 + 0 (WIS) = 0

Special:
+1 Trait bonus on Reflex saving throws to avoid falling.

SKILLS:
Acrobatics: 5 + 5 (DEX) + 1 (CJ) = 11
Climb: 5 + 5 (DEX) + 1 (CJ) = 11
Disable Device: 5 + 5 (DEX) + 1 (TF) = 11
Escape Artist: 5 + 5 (DEX) = 10
Perception: 5 + 0 (WIS) = 5
Profession (Sailor): 5 + 0 (WIS) = 5
Sense Motive: 5 + 0 (WIS) + 2 (Racial) = 7
Sleight of Hand: 5 + 5 (DEX) = 10
Stealth: 5 + 5 (DEX) + 8 (Racial) + 1 (RF) = 19
Swim: 5 + 5 (DEX) + 8 (Racial) = 18

Special Abilities:
  • Hold Breath (Ex): You can hold your breath for 52 rounds (4 times your Constitution attribute) before risking drowning or suffocating.
  • Thought Speech (Su): You can communicate with any other creature within 60 feet that has a language. This communication is thorough but not always perfect, particularly when dealing with abstract or arcane concepts you are not familiar with. It is possible to address multiple creatures at once using Thought Speech, although maintaining conversations with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. You lack the mechanisms to vocalize complex language.
  • Limb-Climber (Ex): When you are adjacent to or in the space of a corporeal creature at least one Size category larger than yourself, you can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although you are holding on to the creature, this action isn't a Grapple; it doesn't provoke Attacks of Opportunity from the creature, and neither you nor the creature you climb gains the grappled condition. While you are on the climbed creature, the creature takes a -1 penalty on attack rolls against you (equal to the number of Sneak Attack dice you possess).
Equipment of Note: Short Sword (Tiny-sized)
 
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@Goldfish, what do you think of additionally trying to make it more amenable to us by deflecting our culpability with Esha's Aspect of Innocence? Can it help, or would it be better without it?
It's possible. Esha has a Bluff bonus of +11, so Innocence would push that to +21. Roland could use Aid Another to push that to +23, and Inge could contribute with Guidance for another +1 and a Fortune Hex. Naunet's don't have any Sense Motive ranks on their standard bestiary entry, which most likely carries over to this setting's Formless given their chaotic utterly inhuman natures.

Roland and Esha tag teaming it with super high diplomacy and bluff, first to try to put it at ease and make it agreeable to us, then to convince it that we were merely pawns of a greater power (Lina's crazy bitch mother) could work out. If it wants to get revenge on someone, maybe we can point it at the real culprit. Best part of this is that it's even true. This whole encounter was engineered by an Oceanid, who we know are either stiff rivals or outright enemies with the Formless.
A couple of additions, Roland no longer has Steel Longsword, Esha's alignment should be True Neutral, Zaia's Greenblood Oil link is broken (though are we still tracking his potions on his charsheet? shouldn't they be in the state of company?).
Ah, yeah, forgot about those. Thanks for the heads up. Updating them now.
 
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