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

Voting is open
I am once again reminded that Roland the Lvl 5 Warrior Leader +++ is terrifying.
What about stats? 15, 10, whatever our poor armsmen have?
 
If you guys want to make up sheets for the Anwa now is the time, just in case we get into combat in the next few updates, what with you guys putting up a sign that says 'fabulous treasure, greater than the gratitude of a king can account for' all over the Marcella.
You know I'm all about making some character sheets, but for the sake of simplicity we probably shouldn't do that.

For example, we could do it like this. I've made notations down in the Soldiers of the Company section to split them up between spear, net, and bow users, three for the spear, one for the net, and one for the bow. Of course, that could be swapped around depending on their actual specialties.

Alternatively, we could make a single Anwari Mercenary sheet?

However you want us to do it is fine with me.
The Fellowship of Saint Nicholas

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley, 121 ft length, 21 ft width, 130 metric tons of cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew.
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man.
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship.
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action).
Soldiers of the Company
Names and Feats

Sheets and Equipment

12 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4
Survival: 3

6 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

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

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

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian
Name: Wanderer
Alignment: Chaotic Neutral
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

Sometimes an Anwari sailor volunteer for Horn of the Werebear*

Cor Eso, drummer of Drums of Haste
Associates
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Megin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)

Ooloa, Leni, Unki, Iles, Kasibo*, naunet's Changeling children we are to care for, aged from 7 1/12 to 10, Ooloa is the eldest.
Finances of the Company
Company Animals:
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]:
1% per man at arms
2% for Tom
Total Salary Cost 16%

Ship Costs:
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Income from Magian Wine: 2500 gp/season**

Total Funds: 18,718 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Dose of Dream Dust: x8

Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

10 lbs of Ebony Vitae*

Name of Mynid the Wayguard troll to conjure him by it if we have need, he'll deal with us fairly.*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
 
I think one sheet for all of them should be plenty, they are mostly there to turn into a murder bear.
How's this? It seems like a solid, generic Anwari merc/raider build to me.

I kept it pretty simple, with Weapon and Shield Focus for feats, along with a decent thematic Teamwork feat. I think we've seen at least a couple instances of Anwari warriors using Disarm as a tactic, so the Disarming Partner feat combined with the Pillager trait pairs well, IMO. IIRC, we've seen relatively few uses of swords among the Anwari, with a greater focus on axes, so that's how I built them here, except for special notes for Aki who Roland specifically mentioned as being skilled with a sword and being an accomplished knife thrower. It would be simple to remove the notes for Aki and just have them all use an identical build, though you might want to change Roland's mentioning of Aki using a sword and shield to an axe and shield.

I also made note of some variant skills that were specifically mentioned in the previous chapter since they could be relevant at some point; Old Fegu's Craft (Carpentry) and One-Eyed Langa's Profession (Fisher).
Anwari Mercenary (Melee)
Alignment:
[Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers,Shield Focus, Weapon Focus (Axe)
Traits: Pillager
Languages: Anwari
HP: 19/19
AC: 10 + 4 (Armored Coat) + 3 (Shield) = 17
Initiative: +0
Attack:
  • Battle Axe: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Slashing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Aki:
Longsword: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: 19-20/x2 Slashing]
Weapon proficiency: Battle Axe, Boarding Axe, Dagger, Sword
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Climb: 5
Perception: 3
Profession (Sailor): 4
Swim: 5
Old Fegu:
Craft (Carpentry): 4
Perception: 2
Profession (Sailor): 4
Swim: 5

One-Eyed Langa:
Perception: 3
Profession (Fisher): 4
Profession (Sailor): 4
Swim: 5
 
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How's this? It seems like a solid, generic Anwari merc/raider build to me.

I kept it pretty simple, with Weapon and Shield Focus for feats, along with a decent thematic Teamwork feat. I think we've seen at least a couple instances of Anwari warriors using Disarm as a tactic, so the Disarming Partner feat combined with the Pillager trait pairs well, IMO. IIRC, we've seen relatively few uses of swords among the Anwari, with a greater focus on axes, so that's how I built them here, except for special notes for Aki who Roland specifically mentioned as being skilled with a sword and being an accomplished knife thrower. It would be simple to remove the notes for Aki and just have them all use an identical build, though you might want to change Roland's mentioning of Aki using a sword and shield to an axe and shield.

I also made note of some variant skills that were specifically mentioned in the previous chapter since they could be relevant at some point; Old Fegu's Craft (Carpentry) and One-Eyed Langa's Profession (Fisher).
Anwari Mercenary (Melee)
Alignment:
[Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Disarm Partner, Shield Focus, Weapon Focus (Axe)
Traits: Pillager
Languages: Anwari
HP: 19/19
AC: 10 + 4 (Armored Coat) + 3 (Shield) = 17
Initiative: +0
Attack:
  • Battle Axe: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Slashing]
Aki:
Longsword: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: 19-20/x2 Slashing]
Weapon proficiency: Battle Axe, Boarding Axe, Dagger, Sword
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Climb: 5
Perception: 3
Profession (Sailor): 4
Swim: 5
Old Fegu:
Craft (Carpentry): 4
Perception: 2
Profession (Sailor): 4
Swim: 5

One-Eyed Langa:
Perception: 3
Profession (Fisher): 4
Profession (Sailor): 4
Swim: 5

No deft maneuvers? They can't disarm without eating AoOs
 
No deft maneuvers? They can't disarm without eating AoOs
That would work, too. It's my preference as well, but I was going for something a bit different.

I'll edit it in when I get home in a little while.

EDIT: Okay, @Tomcost, @myrix, @DragonParadox, I've edited the Anwari merc sheet to swap in Deft Maneuvers in place of Disarm Partner.

Also, DP, the Fame and Infamy section of the Fellowship page is really, really out of date.
 
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That would work, too. It's my preference as well, but I was going for something a bit different.

I'll edit it in when I get home in a little while.

EDIT: Okay, @Tomcost, @myrix, @DragonParadox, I've edited the Anwari merc sheet to swap in Deft Maneuvers in place of Disarm Partner.

Also, DP, the Fame and Infamy section of the Fellowship page is really, really out of date.

Will fix soon, thanks for reminding me.
 
@DragonParadox, final up-to-date State of the Company:
The Fellowship of Saint Nicholas

Motto: Truth from the Unknown

Leadership:
Triumvirate of Antonio, Roland, and Zaia as joint council

Fleet of the Company
Marcella
Basic Construction: Eastern Mediterranean Galley, 121 ft length, 21 ft width, 130 metric tons of cargo

Touched by the Far Realm: The ship has passed though the Realm Between and it has been... changed. It Hungers for life and yet it seems bent on preserving the life of its crew.
  • Sails upon the Dreaming Wind: Marcella no longer sails solely with the wind of mortal realms, able to even travel against it at great need, though to linger among its rigging grows more of a strain upon the mind of man.
  • Ship's Eye I: All those marked by the ship gain +2 Circumstantial to Reflex Saves while on the ship.
64 Sailors not counting the captain
  • 8 Armed with short bows
  • 57 armed with a variety of melee weapons
    • Zuan the Dragonslaying Cook
    • Mad Marco
Gull Colony*

Weapons
A pair of enchanted crossbows on tripods (+1 to attack and Damage; can be fired with a voice command/free action).
Soldiers of the Company
Names and Feats

Sheets and Equipment

8 Melee Men at Arms (Warrior 3)
Man-at-Arms (Melee)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Pikeman's Training, Weapon Focus (Spear Weapons)
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0
Attack:
  • Spear: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Weapon proficiency: Dagger, Shortsword, Spear, Longspear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4 Survival: 3
Man-at-Arms (Melee; Net-Fighters)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Net Adept, Net Maneuvering
Traits: Threatening Defender
Languages: Anwari, English, French
HP: 19/19
AC: 10 + 6 (Bronze Lamellar) + 2 (Shield) = 18
Initiative: +0

Attack:
  • Net: +3 (BaB) [Special]
  • Spear: +3 (BaB) + 1 (STR) = +4 [1d8 +1, Critical: x3 Piercing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
    • You can use a net in melee to Trip or Disarm opponents instead of Entangling them. You gain a +2 bonus on Disarm checks made to use a net in this way (stacks with Deft Maneuvers).
    • If you have an opponent Entangled in your net, you can attempt to Drag or Reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
Weapon proficiency: Dagger, Longspear, Net, Shortsword, Spear
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Perception: 3
Ride: 4
Survival: 3

5 Ranged Men-at-Arms (Warrior 3)
Man-at-Arms (Ranged)
Alignment: [Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Precise Shot, Rapid Shot, Weapon Focus (Bow Weapons)
Traits: Killer
Languages: Anwari, English, French
HP: 16/16
AC: 10 + 4 (Chain Shirt) + 1 (Dex) = 15
Initiative: +1 (DEX)
Attack:
  • Shortsword: +3 (BaB) + 1 (STR) = +4 [1d6 + 1, Critical: 19-20x2; Slashing]
  • Composite Shortbow: +3 (BaB) + 1 (DEX) + 1 (Weapon Focus), Range Increment: 70ft.
    • Normal: +5 [1d6 + 1, Critical: x3; Piercing]
    • Rapid Shot: +3/+3 [1d6 + 1, Critical: x3; Piercing]
  • Special: You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself.
Weapon proficiency: Dagger, Shortsword, Longbow, Shortbow

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

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

SKILLS:
Perception: 3
Ride: 4 + 1 (DEX) = 5 Survival: 3

1 Knikut Barbarian
Name: Wanderer
Alignment: Chaotic Neutral
Age: 21
Race: Neanderthal
Level: 2
Class: Barbarian 2 (Invulnerable Rager)
Feats: Extra Rage
Traits: Indomitable Faith
Class Features: Damage Reduction (1/--), Rage (15 rounds/Day), Rage Power (Reckless Abandon)
Languages: Anwari, Wanderer's Knikut dialect
Special: Hardy (+6 HP), Low-Light Vision, Mental Fortitude
HP: 33/33
  • HP w/Rage: 37/37
AC: 10 + 1 (Natural) + 1 (DEX) + 4 (Chain Shirt) = 16
  • AC w/Rage: 10 + 1 (Natural) + 1 (DEX) - 2 (Rage) = 14
    • AC w/Rage & Reckless Abandon: 10 + 1 (Natural) + 1 (DEX) - 3 (Rage) = 13
Movement: 30 feet + 10 feet (Fast Movement) = 40 feet
Initiative: +1 (DEX)
Attack:
  • Northern Fury (+1 Greatclub): +2 (BaB) + 3 (STR) + 1 = +6 [1d10+5, Critical: x2 Bludgeoning]
    • when using Power Attack: +5 [1d10+8]
  • Northern Fury w/Rage: +2 (BaB) + 5 (STR) + 1 = +8 [1d10+8, Critical: x2 Bludgeoning]
    • when using Reckless Abandon: +9 [1d10+8]
    • when using Power Attack: +7 [1d10+11]
      • when using Power Attack & Reckless Abandon: +8 [1d10+11]
  • Cold Iron Spear: +2 (BaB) + 3 (STR) = +5 [1d8+3, Critical: x3 Piercing]
    • when using Power Attack: +4 [1d8+6]
  • Cold Iron Spear w/Rage: +2 (BaB) + 5 (STR) = +7 [1d8+5, Critical: x3 Piercing]
    • when using Reckless Abandon: +8 [1d8+5]
    • when using Power Attack: +6 [1d8+8]
      • when using Power Attack & Reckless Abandon: +7 [1d8+8]
Weapon proficiency: Club, Dagger, Spear, Longspear
Armor proficiency: Light Armor

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

SAVES:
FORTITUDE: 3 + 3 (CON) = 6
REFLEX: 0 + 1 (DEX) = 1
WILL: 0 - 1 (WIS) + 1 (IF) = 0
Special: +2 bonus to Will and Fortitude saving throws while Raging. +2 Racial bonus to saving throws against Illusions and Enchantments.

SKILLS:
Climb: 4 + 3 (STR) = 7
Knowledge (Nature): 5 - 1 (INT) = 4
Perception: 5 - 1 (WIS) = 4
Survival: 4 - 1 (WIS) = 3

Special Abilities:
  • Fast Movement (Ex): When you are not wearing Heavy Armor or carrying a heavy load, your land speed is increased by +10 feet.
  • Rage (Ex): You can enter a Rage or leave that state as a Free Action for up to 15 rounds per day (10 + CON modifier + 2 per level after 1st). Temporary Constitution increases do not affect your daily ability to Rage. When you stop using Rage, you are Fatigued for twice as long as you Raged, and you cannot enter a Rage while Fatigued or Exhausted. If you fall unconscious, your Rage immediately ends. Your ability to Rage is renewed each day after resting for 8 hours, although these hours do not need to be consecutive.
    • Reckless Abandon (Ex): While Raging, you can further reduce your AC by -1 to increase your attack bonus by +1
    • Rage Effects: +4 Morale bonus to Strength and Constitution, +2 Morale bonus to Will saves, and -2 penalty to AC. You cannot use any Charisma-, Dexterity-, or Intelligence-linked skills (except Acrobatics, Intimidate, and Ride), or any ability that requires patience or concentration.
Equipment of Note: Cold Iron Spear, Steel Chain Shirt

5 Anwa Warriors (Warrior 3, Horn of the Werebear ready)
Anwari Mercenary (Melee)
Alignment:
[Varies]
Age: [Varies]
Race: Human
Level: 3
Class: Warrior
Feats: Deft Maneuvers, Shield Focus, Weapon Focus (Axe)
Traits: Pillager
Languages: Anwari
HP: 19/19
AC: 10 + 4 (Armored Coat) + 3 (Shield) = 17
Initiative: +0
Attack:
  • Battle Axe: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: x3 Slashing]
  • Special: +2 bonus when using the Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal Combat Maneuvers, and does not provoke an Attack of Opportunity.
Aki:
Longsword: +3 (BaB) +1 (STR) +1 (Weapon Focus) = +5 [1d8 + 1, Critical: 19-20/x2 Slashing]
Weapon proficiency: Battle Axe, Boarding Axe, Dagger, Sword
Armor proficiency: Light Armor, Medium Armor

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

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

SKILLS:
Climb: 5
Perception: 3
Profession (Sailor): 4
Swim: 5
Old Fegu:
Craft (Carpentry): 4
Perception: 2
Profession (Sailor): 4
Swim: 5

One-Eyed Langa:
Perception: 3
Profession (Fisher): 4
Profession (Sailor): 4
Swim: 5

Sometimes an Anwa sailor volunteer for Horn of the Werebear*

Cor Eso, drummer of Drums of Haste
Associates
Ripper, Young Ocean Lion

9 otter-kin recruits
  • Runs in Rain

Megin, Kathlin

Mog, Imjarvi Gremlin (contract expires at Day of Rule, 1352)

Ooloa, Leni, Unki, Iles, Kasibo*, naunet's Changeling children we are to care for, aged from 7 1/12 to 10, Ooloa is the eldest.
Finances of the Company
Company Animals:
-20 Horses
-2 newborns (female)

Soldier Salaries [Per Payment/Loot]:
1% per man at arms (8 melee, 5 ranged, 1 Knikut, 5 Anwa, 19 total)
2% for Tom
Total Salary Cost 21%

Ship Costs:
Sailor's Pay: 2040 gp/season
Provisions: 910 gp/season
Upkeep (Marcella): 90 gp/season
Total ship Costs: 3040 gp/season

Income from Magian Wine: 2500 gp/season**

Total Funds: 20,553 gp
Fame and Infamy
Anwa Islands 4/10: Strangers you are seemingly risen up from the foaming waves of a storms come upon the island, strange is your ship and strange is your manner. Some call you aid unlooked for in a time of need, some birds of ill omen, come to pick over the bones of the True Folk
-Lirman: 6/10: You were welcomed by the king into his hall, yet you have made few freinds among the clans, even those who were once you allies now speaking ill of your deeds. Yet none can deny that you came in timely manner with news of the darkness growing over Korman. It is said you have slain a dragon, and a dragon's head you brought forth for song and saga
-Korman: 3/10: Champions of Olweje, and bearers of His shield you have been named outlaw and kidnapper by the new king of the Island. It would be death for you to show your face in the capital, though perhaps other lords might thing better of you

Orinilu 2/10: One of your leaders is a member of the League of Captains and honored for it.

The White Lands 1/10: Your deeds are great , but they have not yet resounded upon the frozen plains from the horns of the Wyrdoki and the drums of the Danuk
Consumables
Daily Alchemy Progress by Item
Dragon's Blood: x5
Dose of Dream Dust: x8

Brewed from the musk of a creature long trapped in the dreaming world this concoction allows a mage to greatly enhance the effects of spells of slumber. Add 2d2 HD to the cap creatures affected by a sleep spell. Cost 150 gp/dose.
Notable possessions
Books on Alchemy and Metallurgy (+3 to Craft Alchemy and all Metal Craft skills as long as one is in a position to reference the tomes)*

Masterwork Smithing and Alchemy Tools (+2 to relevant rolls)*

Ipsit Iron Tamer's spellbook*

Cauldron of Living Bronze (Ikomi-blessed Cauldron of Brewing, +5 competence bonus on Craft (alchemy) skill checks)*
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Instructions for Dragon Crafting (a book that when consulted allows an alchemist to act as though they possess Dragoncrafting at the cost of taking twice as long as with the feat)*

Drums of Haste
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.

Fey Gold

While wearing a Fey Gold nugget around the neck, the wearer gains fire resistance 1 and a +1 resistance bonus on Will saving throws.

Northern Fury
Northern Fury
Description: This heavy oaken club, roughly carved, is not quite sentient, but still seems drawn to violence, dragging its wielder into battle with it if it can.

Powers:
  1. +1 Greatclub
  2. The wielder takes a -2 penalty on Will saves against any spells or effects that incite rage, compel hostility or otherwise contribute to starting a fight.
  3. With the first hit made in a combat the club casts Deadly Juggernaut as a free action, but also requires the wielder to make a DC 14 Will save to retreat from melee-range of any opponent still standing. The spell can only be activated once per day.

Horn of the Werebear
Description: A horn in form but not of horn wrought, rather it seems to have been carved from a single piece of ivory by most skillful and loving craft. Carved all about its length with scenes of war that feature men and bears as well as the obviously quite painful transformation between them.

Power: A sacred relic of Olweje, when this horn is blown it can temporarily transform a warrior into large, armored monstrosity of a bear, a Zentragt. The warrior must accept the transformation willingly and after the battle for which he was transformed sacrifice the arms and armor of all foes he has slain to Olweje (by eating them in his bear-form), or else the warrior remains a Zentragt and is driven battle-mad to attack his former comrades.

The transformation takes a full round and lasts for an hour, the target of the transformation must be within 10 feet of the hornblower.

Okunrin Okomo's Hollow Drums (might be used for enchantment)*

Broken Wyrd Lantern (might serve as the base for future enchantments)*

Shadow's various potions and poisons*
Shadow's dragon tablets*

10 lbs of Ebony Vitae*

Name of Mynid the Wayguard troll to conjure him by it if we have need, he'll deal with us fairly.*

Gold Sheet*

Hedon's skull*

Dragon's corpse (Large; used x2 grip skin, x5 blood, x1 musk)

Red Lion's head*

Ulk's head

Shadow's head
Armory
Armor
8 Steel Chain Shirts
6 Norman Heavy Shields
Destroyed Banded Mail (need Make Whole to repair)

Weapons
10 Steel shortswords
1 Masterwork Drow Razor
10 Spears
4 Cold Iron spears
100 Cold Iron arrows
8 Shortbows
2 Composite Shortbows
Standing policies
  1. Shore leave policy: only in groups of several.
    -[X] While it might be an inconvenience, we would also ask that everyone on shore leave or working on tasks assigned to them in a port, such as shopping for provisions, be accompanied by at least one other person from Marcella's crew. This won't always be necessary, of course, but for now it is for everyone's best interests when we visit unfamiliar and potentially unfriendly ports.
    @DragonParadox, given that we've already had Iranea as our enemies when we arrived in Apuku, it should have been reasonable to institute policy so that any shore leave for our men-at-arms and our Italian sailors would be only in groups of several. Was it done?

    Now that we also have feud with Teranoa, it should definitely be done if it wasn't.

    In general, it should be reasonable to do such policy any time we are in a port which has some enemies of us; if it's not in the SOP, can it be added to it? do we need to vote for it, or would our PCs do it on their own?
    Sure, that makes sense. Antonio would have told them to be careful.

  2. Roland-Esha silent communication policy: inconspicious signals and nauseating drought for Roland to initiate silent communication from Esha though her Soulrider as per Sending when they are together / apart respectively.
    Roland and Esha will agree upon a series of silent, inconspicuous signals for him to prompt her to use the power's Sending function without alerting third parties when they need to share important information or instructions.
    I missed that, I'll do another talk with Zaia on the matter, he will give you something suitably foul to drink

  3. Weather and danger checking when sailing policy: with Inge, via marine life and Eagle eye.
    Cad we do following during sailing?

    1. Ask Tender to regularly check weather with Read Weather, paying her if required, though she should be amenable without is as she is also on the ship.
    2. Ask Inge to regularly consult with Ripper and any other marine life for any dangers they might sense, she should use her Guidance and Guiding Spirit.
    3. If there is a sufficiently strong indication of a dangerous weather or some other danger, try to prepare for it and mitigate it as much as possible, e.g. by sailing around it or waiting it out in a safer location.
    All that is doable, yeah
    Can we institute a standard policy of having Inge cast Eagle Eye in the mornings after the sun is fully up and again in the early to mid-afternoon? That way she'll be able to give Antonio plenty of forewarning about ocean conditions and ships from more than 30 miles away.
    That does make sense yeah.

  4. Detect magic policy: check with all detect cantrips all new things and people we interact with.
    Can we just in case as a standing policy ask Inge (and Esha, when she has it prepared) to use Detect Magic from time to time on anything which might be of importance to us, like new hires, things we get from other people, people/creatures we directly interact with? Or at least as frequently as they would find appropriate?
    They can do it for things like new hires and arrivals in parts etc...

  5. Recruit vetting policy: vet and check people we recruit with our magic.
    When Zaia proposed checking for bad hires by drinking wine with added holy oils,
    Zaia had come up with the notion of feeding everyone at the table something laced with holy oils.
    was it fluff, or would you let it work as means of detection, provided that we convince them to drink it with us of course?
    He will do so before every journey, the idea is not to set off with another daemon infiltrator, but you cannot do it every day or something crazy like that
    Actually, @DragonParadox, to check my assumptions, would you rule it possible in extension of checks we had before (IIRC Detect Magic, Holy Oil) to vet new recruits with Roland, Antonio, Silver and Inge (and Swift Pebble for silent communication just in case) as follows:
    1. Holy Oil test.
    2. Inge checking as before with Detect Magic and Detect Fiendish Presence, and then helping Roland with Guidance.
    3. Antonio using Aid Another to Roland for +2 Sense Motive and +2 Perception.
    4. Silver being there with Alertness for +2 Sense Motive and +2 Perception and using Aid Another to Roland for +2 Perception.
    5. Roland using Heightened Awareness for +2 Perception.
    6. Roland using Magian Wine for +2 Sense Motive and +2 Perception.
    7. Roland using Focused Scrutiny for +10 Sense Motive and +10 Perception.
    For effective 30 Sense Motive and 28 Perception?

    As far as I understand Focused Scrutiny description, if we vet them one by one, it would apply to every one of them.
    Sure, I'll cover one or both of those next update, it's complicated enough that it should be seen on screen at least once.

  6. Marcella and Wayfarer's Respite inspection policy: inspect Marcella when leaving port and Wayfarer's Respite when leaving / arriving with our magic.
    Oh, and another thing @DragonParadox, now that Zaia has See Invisiblity, can we add it to our policy of complete inspection of everything on Marcella every time we leave a harbor? And extend this policy to inspect everything around Wayfarer's Respite each time when we arrive to it and leave it, if possible?
    Sure, he can do that when he has the slots.
 
just in case we get into combat in the next few updates, what with you guys putting up a sign that says 'fabulous treasure, greater than the gratitude of a king can account for' all over the Marcella.
It's less of a problem as it may seem, as Marcella is just faster due to her superior aberration-induced speed and can outrun Anwa reaver ships, as was confirmed before.

Even if some of the Anwa have ship speed magic, the magic is rare, so at most it should not be more than 1 or 2 ships, and then we can take them on, repel the assault, overcome them and get their ships and their speed magic for ourselves.
 
Still should not be much of a problem, as then I see it like this:
1. They can't fight while they row.
2. They slowly gain on us, we have archery exchange with us firebombing them.
3. They can't row while on fire, so they lose some time and we get ahead.
4. This continues until we are out of bombs, they are getting tired.
5. If any can still gain on us, they try to snare us with hooks and board us, we fight defensively, get the hooks off, get going.
6. They are tired and don't have enough hands to row, we get away.
 
Naturally if they can row, we can row too. Obviously we'll have less rowers and they still would be gaining on us, but it makes the chase even longer and increases chances they won't be able to get to us.
 
Vote closed, kids it is.
Adhoc vote count started by DragonParadox on Jul 2, 2022 at 12:27 PM, finished with 43 posts and 8 votes.
 
Arc 15 Post 10: On Rough Waters
On Rough Waters

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

Speaking to the children is not like speaking to Inge you soon find and not just because of their tender years. For all you had found Inge in dreadful peril she has always been her own keeper, be it in eating, sleeping, batching and offering a helping hand around the ship. You almost had not noticed she needed new clothes because she was so fastidious in keeping the clothes she did have clean and mended. The changeling children are... not that. Scarce a day passed by without some trouble. Be it that Leni had dumped a bowl of food on Zuan's head or that Ooloa was refusing to eat dinner because she thought three full meals every day was a 'sin' and greedy. Then there was the time Iles accidentally set her bed on fire playing with some of Zaia's 'lenses' which her minder hand given her, seeing only baubles of glass.

Worst of all are the children who rather than making trouble hardly seem to talk to others at all, especially Kasibo who does everything he is told in a sort of scurrying silence that has Zaia shaking his head quietly. "That boy needs a home that is less out of a tale and more good solid hearth he can warm himself at."

When you find him the child is sitting on the ground next to Silver, having apparently been introduced to your friend by Swift Pebble in an effort to get him to open up a bit more. As far as it has gone it seems to have worked at least a little... but as soon as you walk close he ducks his head and hunches his shoulders, looking at the ground and waiting for... whatever fate you are about to deal him.

"Is everything alright?" you try. "Making new friends?"

A small nod that looks almost like a puppet on poorly tied strings

Why is this harder than going into battle, you wonder even as the boy shivers under your gaze, his face or what you can see of it at least, flowing and changing, into what, into who, you are not sure.

"You are alright, it's going to be alright," you crouch down as to be closer to him. "No one will hurt you here I promises."

The boy does not look convinced, but at least he does look at you and even manages a 'thank you' when you offer to move his bed down here with Silver instead of with the other children crammed so close to the noise and bustle on deck.

You end up spending much of the next two days explaining to the otter-kin, youngsters by the measure of their own kin, what is and isn't healthy for human children and when they should ask for help. Alas those who know the most about how to deal with children are those among your men who had nephews and nieces, cousins or siblings even children of their own left behind in another world. Would be be wise ro involve them, or would be be cruel?

Antonio brings up that you could ask the new recruits to help, they are of the same people as the children and all of them are seasoned, likely to have some experience with the children of kin. On the other side of the scales you do not know how much they might hold to the superstitions and suspicions that have already done so much harm, none of them claim to have any ill will towards those of the Formless' blood, but if you ask warriors new recruited to play nursemaid even some of the time they might find that ill will.

What do you do?

[] Involve those of your soldiers who have experience with children

[] Involve the new Anwa recruits


OOC: Rolls for children integration were not great, it does not help that this place is so odd and chaotic or that they were ripped from their lives, unpleasant as those might have been. You need to get these kids a more stable home.
 
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[X] Involve those of your soldiers who have experience with children

We have nice and good men in our company. I would rather have everyone involved here.
 
[X] Involve those of your soldiers who have experience with children

I don't trust the Anwa to not be bigoted. Hmm... stable home... isn't Hugh the Younger thinking of taking an arrow to the knee? Might be an opportunity there.
 
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