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Vrog Skyreaver wrote:
what were you making those checks on baergar? Gallowspire, Tar-Baphon, or the whispering way. you can get info on all three groups that could potentially help you during your little jaunt.
Just to get general tidbits on all of the above. I can roll more sets.
1d20 + 16 ⇒ (15) + 16 = 31
1d20 + 16 ⇒ (3) + 16 = 19
The Saga of Baergar, Master of Mammoths and High King of the Ulfen and Freefolk:
Baergar was born in sadness as his first cry of life coincided with the death throes of his proud mother. His father, Bolgrind, a king among the dwarves of Kalsgard succommed to grief and spent most of his waking hours hunting dangerous game in hope of a good death.
As with all death wishes, Bolgrind's was eventually answered by the legendary Father of Linnorms, Fafnheir.
No sooner than word of his father's death reached the capital did Sveinn called Blood-Eagle seize power for himself by presenting the head of a slain linnorm. Baergar was put out of his home to fend for himself.
The young dwarf hired himself as a guide and guard to Varisian caravans where he distinguished himself as a canny tracker and a capable peacemaker, for more than once did his quiet menace and iron honor buy safe passage through what would have been a hostile engagement.
Some years passed in this manner and Baergar drew ever more inward to himself, often forsaking the companionship of sentient beings for months at a time. Finally, the young ranger decided that he would gain a worthy companion that was as true and honorable as himself.
He trooped into the Realm of the Mammoth Lords unannounced, unknown, and uninvited.
Through skill at arms, strength of word, and depth of honor, Baergar became a constant symbol in that wild land. Eventually, he encountered a young bull mastodon full of spirit and bravado. The dwarf communed with this noble creature through fleeting encounters for nearly a year before they struck a bond. Baergar remained with Hunrik for so he named the mammoth, as he raised about him a mighty herd becoming a grandsire of his kind.
Satisfied that his kin were well cared for by the great tusks of his many sons, Hunrik allowed himself to be turned south to Absalom for Baergar had the itch to adventure.
The Pathfinder Society was good to Baergar for a good, long time, but mission after futile mission revealed no end in sight for the endless rivalries facing the society and Baergar became tired of the politics.
Baergar and Hunrik traveled north to the Five Kings Mountains hoping to live peacefully among his people. Alas it was not to be. Baergar's skills at arms were undeniable and soon he was convinced, for the greater good, to join the war effort against the Orcs of Belkzen. During this war, mighty Hunrik was slain and Baergar lost himself in a raging grief. He disappeared behind enemy lines alone and was not seen for nearly 10 years. The dwarves of the Sky-Citadels were awestruck when Baergar appeared wearing bracers and belt studded with the ears of hundreds of orcs. On his shoulders, worn as a cloak, was the battle standard of the Blood Worg clan. He had wiped them out, and to this day, none have risen again.
The fires of anger and grief subsided, but the mountains of his kin held nothing but sadness now for Baergar. After crafting a fine bone knife from the right tusk of his old friend, he traveled once again to Realm of the Mammoth Lords via the River Kingdoms where he aided, for a small time, a fledgling kingdom recently abandoned by the Brevic lords that had sent them there.
Upon reaching the wintery steppes where the mammoth herds flourished, a great, strong bull charged Baergar on sight. Not willing to harm such a noble creature, the dwarf simply kneeled and awaited his death. Amazingly though, the beast stopped short and drew the ivory dagger from Baergar's belt. The creature gazed at it a long time, then turned and presented it to his herd. A mournful, keening chorus of trumpeting calls sounded from the herd long into the night. The whole time, the bull mammoth held aloft the fragment of Hunrik's tusk.
Astounded, Baergar wept and wailed along with the mastodons, his grief finally finding the release denied him for so long.
When the funeral was completed, The chief male pulled another sizable bull forward and the two locked gazes for a long moment. Each inclined his head to the other, then the first mammoth padded over to a softly sobbing Baergar. It laid the knife on the ground between them and knelt.
Baergar, touched beyond words, pressed his forehead into the beast's forehead and whispered. "Your father was my greatest friend, and I gladly accept your friendship and thank you for it. I will name you Mûmak if it please you."
The great elephant blew a tremendous blast from its trunk which was answered in kind by the herd.
Smiling broadly, Baergar swung up onto the Mûmak's back and the two trooped off into the rising sun.
A few more years passed and Baergar dwelt fitfully on the memory of father, unburied and dishonored in the lair of that foul linnorm, Fafnheir. He made up his mind to face the beast.
The Grungir forest was quiet and dark when Baergar passed its border. No sooner did his foot pass the threshold that a great wind whipped out from the center of the wood.
After a day of walking, Baergar stepped into a clearing of newly felled trees.
A booming voice dripping with hatred and malice filled his ears as the draconic beast sneered at his presumption.
Their battle lasted one night and two days.
After recovering from his wounds, Baergar passed the gates of Kalsgard with the head of the Father of Linnorms and the bones of a long dead dwarven chieftain.
Holding aloft the head he called in a loud voice. "Svein Blood-Eagle! You rein is ended and I have come home to claim what is mine!"
The aging lord accepted Baergar with a deferential nod, then the shout of the people rang out their acclaim.
Word spread throughout the Lands of the Linnorm Kings and Baergar was crowned High King of the Ulfen and Freefolk.
He and Mûmak are still boon companions and Baergar rules his people with Justice and Respect.
Stats for Baergar and Mûmak:
Baergar of the North
Male Dwarf Ranger 17/Dual Path: Champion/Guardian 10
LN Medium humanoid (dwarf)
Hero Points 1
Init +17; Senses darkvision 60 ft.; Perception +28
AC 37, touch 20, flat-footed 32 (+12 armor, +5 Dex, +5 natural, +5 deflection)
hp 311 (17d10+186)
Fort +24 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +22, Will +20; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, hard to kill, improved evasion, mythic saving throws, unstoppable; SR 19
Speed 50 ft.
Melee +5 flaming, frost, ghost touch, holy adamantine falchion +34/+34/+29/+24 (2d4+23/15-20/×2+1d6 fire+1d6 cold+2d6 vs. Evil) and
. . gore +29 (1d6+18/×2) and
. . +1 holy ivory dagger +30/+30/+25/+20 (1d4+11/19-20/×2+2d6 vs. Evil)
Ranged +5 adaptive, distance, flaming, frost, holy composite longbow +29/+29/+24/+19 (1d8+17/×3+1d6 fire+1d6 cold+2d6 vs. Evil)
Special Attacks favored enemies (dragons +6, humans +4, magical beasts +2, monstrous humanoids +2), hatred, mythic power (23/day, surge +1d12)
Ranger Spells Prepared (CL 14th; concentration +22):
4th (3/day)—freedom of movement, freedom of movement, freedom of movement
3rd (4/day)—greater magic fang, instant enemy, instant enemy, instant enemy
2nd (5/day)—protection from energy, protection from energy, carry companion, cauterizing weapon, cauterizing weapon
1st (6/day)—lead blades, lead blades, lead blades, gravity bow, gravity bow, gravity bow
Str 34, Dex 24, Con 26, Int 20, Wis 26, Cha 14
Base Atk +17; CMB +29; CMD 49
Feats Armor Proficiency (Heavy), Blind-Fight, Boon Companion, Breadth of Experience, Deadly Aim, Dual Path [M], Endurance, Far Shot, Improved Critical (falchion), Improved Critical [M], Improved Precise Shot, Iron Will, Iron Will [M], Manyshot, Power Attack, Power Attack [M], Quick Draw, Rapid Shot, Rapid Shot [M]
Traits spirit animal: mammoth (realm of the mammoth lords), weapon of peace
Skills Acrobatics +20 (+28 jump), Climb +15, Handle Animal +22 (+27 regarding elephant-like creatures, +26 to force this mount into an Unnatural Aura.), Heal +20, Knowledge (arcana) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (dungeoneering) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (geography) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids, +18 while in cold terrain, +16 while in mountainous terrain, +18 while in urban terrain), Knowledge (local) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (nature) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (planes) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Knowledge (religion) +14 (+20 vs. dragons, +18 vs. humans, +16 vs. magical beasts, +16 vs. monstrous humanoids), Linguistics +22, Perception +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +30 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +24 (+29 regarding elephant-like creatures, +28 to force this mount into an Unnatural Aura.), Spellcraft +24, Stealth +24 (+28 while in cold terrain, +26 while in mountainous terrain, +28 while in urban terrain), Survival +28 (+34 vs. dragons, +32 vs. humans, +30 vs. magical beasts, +30 vs. monstrous humanoids, +32 while in cold terrain, +30 while in mountainous terrain, +32 while in urban terrain, +36 to track), Swim +15 (+19 to resist nonlethal damage from exhaustion), Use Magic Device +19
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Infernal, Orc, Shoanti, Skald, Sylvan, Terran, Thassilonian, Varisian
SQ amazing initiative, camouflage, combat styles (archery), favored terrains (cold +4, mountainous +2, urban +4), force of will, greed, hardy, hero points, hide in plain sight, hunter's bonds (mûmak, wooly mammoth), immortal, legendary champion, legendary hero, quarry, recuperation, slow and steady, stability, stonecunning, swift tracker, track, wild empathy, woodland stride
Combat Gear Acid (5), Alchemist's fire (5), Healer's kit; Other Gear Mithral Heavy Brigadine of Spell Resistance, +5 Adaptive, Distance, Flaming, Frost, Holy Compos, +5 Flaming, Frost, Ghost touch, Holy Adamantine Fa, The +1 Holy Ivory Dagger, Amulet of natural armor +5, Belt of physical perfection +4, Boots of speed (10 rounds/day), Cloak of resistance +5, Handy haversack (10 @ 10 lbs), Handy haversack (11 @ 27 lbs), Headband of mental prowess (Int & Wis +4) (Linguis, Helm of the Mammoth Lord, Ring of protection +5, Coffee pot, Crowbar, Dungeoneering kit, deluxe, Explorer's outfit, Fishhook (2), Grooming kit, Poncho, Sewing needle (2), Signet ring, Spell component pouch, String or twine, Thread (50 ft.), Wrist sheath, spring loaded (empty), 36332 GP, 7 SP, 3 CP
Acid - 0/5
Alchemist's fire - 0/5
Amazing Initiative (1/round) (Ex) - 0/1
Boots of speed (10 rounds/day) - 0/10
Detect Animals or Plants (elephant-like only) (At will) - 0/0
Endure Elements (vs cold only) (Constant) - 0/0
Healer's kit - 0/10
Mythic Power (23/day, Surge +1d12) - 0/23
Speak with Animals (elephant-like only) (At will) - 0/0
The +1 Holy Ivory Dagger - 0/1
Absorb Blow (50 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) You have a link with your Animal Companion.
Blind-Fight Re-roll misses because of concealment, other benefits.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of speed (10 rounds/day) Affected by haste
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far Shot Halve the range increment penalty for extended range.
Favored Enemy (Dragons +6) (Ex) +6 to rolls vs Favored Enemy (Dragons).
Favored Enemy (Humans +4) (Ex) +4 to rolls vs Favored Enemy (Humans).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Monstrous Humanoids).
Favored Terrain (Cold +4) (Ex) +4 to rolls vs Favored Terrain (Cold).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Urban +4) (Ex) +4 to rolls vs Favored Terrain (Urban).
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Helm of the Mammoth Lord Gore overcomes DR as magic, +5 to Handle An./Ride/wild empathy vs elephant like targets.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Impossible Speed (+100 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Legendary Champion (Ex) On a miss against a non-mythic foe, reroll and take 2nd result. Activate when roll 20 to regain 1 power.
Legendary Hero (Su) One use of mythic power is regained each hr.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -5/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Quarry +2 to hit and other bonuses against your designated quarry.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Raise Animal (true resurrection) (Su) Spend 1 power to raise animal companion, familiar, or bonded mount from dead overnight.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (19) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to survival checks made to track.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
Wild Empathy +19 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
I like it.
To answer your question, I believe this character is a "retired pathfinder" I'm not sure yet if he just got tired and said 'no more' or if there was some falling out.
In the strictest sense I suppose he'd be a hired gun, but he could be either. I am working on his backstory now.
Baergar of the North rides Mûmak, his mammoth companion here and there. Ranging far and near, this hardy dwarf seeks to prosper the communities he passes through and he is a stalwart enemy of evil.
Numbers-wise, Baergar is a switch-hitter. He favors his bow until a clash is imminent, then draws his falchion and charges on Mûmak's back.
Here is Weylyn, a cat burglar and another empty stomach from a knifeman. He is Varisian through and through: the tattoos of his people and clan cover his body. His mother was a notable Harrower and Lore Keeper of "The Family".
Weyln is currently in Sandpoint to "work" the Swallowtail Festival, and is acting under the surname "Dell" , claiming it is the last name of his absentee father. His true last name is a mystery: just like his impending destiny.
Human (Varisian) Rogue (Knife Master) 1
CG Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +5
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +1; +1 trait bonus vs. charm and compulsion
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20/×2) and
. . dagger +3 (1d4+2/19-20/×2) and
. . sap +3 (1d6+2/×2) and
. . bladed scarf +3 (1d6+3/×2) and
. . shortsword +3 (1d6+2/19-20/×2) and
. . starknife +3 (1d4+2/×3)
Special Attacks sneak attack +1d6
Str 14, Dex 16, Con 13, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Traits resilient, varisian tattoo
Skills Acrobatics +6, Bluff +4, Diplomacy +4, Disable Device +6, Disguise +4, Knowledge (dungeoneering) +6, Knowledge (local) +6, Perception +5, Perform (dance) +4, Sense Motive +5, Sleight of Hand +6 (+6 to conceal a light blade), Stealth +6
Languages Common, Shoanti, Thassilonian, Varisian
SQ hero points, hidden blade
Other Gear Studded leather armor, Dagger, Dagger, Sap, Scarf, bladed, Shortsword, Starknife, Backpack (empty), Bedroll, Belt pouch (empty), Belt pouch (empty), Blanket, Chalk, Crowbar, Flint and steel, Glass cutter, Glue paper (5), Mug/tankard, Sack (empty), Sewing needle, Silk rope, Soap, Thieves' tools, Thread (50 ft.), Whetstone, Wrist sheath, spring loaded (empty) (2), 3 GP, 2 SP, 3 CP
Dagger - 0/1
Dagger - 0/1
Starknife - 0/1
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.
Well, someone had to do it...
I present Icarium Raest (Ray'st).
He is a Suli Antilpaladin. I used 25 point buy because the dice gods dislike my face for some reason.
He is in Branderscar Prison for High Treason. Want to know why? Read on :)
Witness Icarium Raest!:
"You are a fool Icarium Raest!" Her words, a poison tipped arrow, bounced feebly off the armor of his resolve.
"Too many words! Icarium Raest is no fool. These paltry few Darians will not deny my glory!"
"Few?" She scoffed. "Two score is not few to even the most seasoned of our number. You will die today, and no one will mourn you."
"I require no mourning, mother. Witness!"
The Suli warrior's sword hisses from its scabbard and suddenly, his forearms flare in dancing flames. He bursts from his position on the fern strewn hillock bellowing his warcry.
Charging at full tilt, the dark haired youth lowers his shoulder and crashes into the royal carriage carrying Princess Bellinda.
The wooden wheel is as nothing before Icarium's strength and weight. A splintering crack rends the air as the wheel and axle give way.
Raest leaps back in a fluid motion, avoiding two snap-fired quarrels. He tears the door from the crippled coach and bears his teeth at a glowering Princess.
He raises his sword and opens his mouth to cry out...
A black-feathered bolt sprouts like a spring thistle shoot from Icarium's chest. He casts his eyes about wildly and locks on the offending guardsman.
With a bestial roar, Icarium Raest hurls his heavy blade, burying it deep in his attacker's chest.
Witness... The word is small in volume, but heavy with promise.
Blackness engulfs Icarium.
Icarium Raest: Antipaladin, Servant of Asmodeus:
Suli Antipaladin 1
LE Medium outsider (native)
Hero Points 1
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4
Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Special Attacks smite good
. . At will—detect good
Antipaladin Spells Prepared (CL 0; concentration +3):
Str 16, Dex 14, Con 14, Int 10, Wis 13, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits High Treason, Killer
Skills Diplomacy +5, Intimidate +7, Perception +2, Sense Motive +3, Stealth +6; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Other Language
SQ aura of evil, elemental assault, hero points
Elemental Assault (1d6, 1 rounds) (1/day) - 0/1
Smite Good (1/day) (Su) - 0/1
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Elemental Assault (1d6, 1 rounds) (1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Killer Add weapon's critical modifier to its critical bonus damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Don't Open Until Dead:
If you opened this spoiler, your character is now dead. Reroll.
1d20 + 14 ⇒ (7) + 14 = 21
1d20 + 10 ⇒ (10) + 10 = 20
1d20 + 10 ⇒ (3) + 10 = 13
Bellowing, Targ slams his hammer into the ground. Paving stones shatter and stand like mocking tombstones about the massive warrior. Erianna is nearly knocked from her feet, and the table Erasmus crouches on shatters in the impact. The sailor leaps off in time, but is unable to find solid footing on the broken floor and goes down.
Swinging will all his considerable might, Targ puts all his weight behind a single upswing at Erianna.
1d20 + 24 ⇒ (20) + 24 = 44 for 4d6 + 20 ⇒ (6, 1, 3, 5) + 20 = 35
Fort save for massive damage 1d20 + 10 ⇒ (18) + 10 = 28
The tremendous hit leaves Erianna's torso in tatters, but the woman remains upright, somehow.
62 damage, lass.
EDIT: The blue on the floor is difficult terrain.
What are the price ranges for slaves? Everywhere from a cripple to a captured queen.
Raw Slave - 30-50gp
Bulk pricing is common too, at a discounted rate.
How fierce is the bidding? Is there often rivalries between slavers?
The bidding can get fierce and often slavers will hold grudges when a particular prize is lost. Rivalries are common, but treachery is low due to the cadra agreements.
What's the range of slaves owned, from the lowliest slaver to the top of the notch?
I assume you mean 'in the present company'. Lowest are like scullery girls up to elite slave soldiers or concubines.
How noble are the slavers here? Should I speak like I'm speaking in court or should I swear like a sailor?
These are mostly vipers, but the fancy themselves princes. Decorum is paramount until tempers flare. Things tend to cool down just as quickly however.
Any big names I know? Doesn't have to be only slavers, just important people in general.
Targ the Twice Taken is a ruthless ex-slave. He is not to puffed up peacock most are.
Ascerbo, a slave of House Rudianos, is easily the largest purveyor of promising stock. The Erenes house is known the world over for training the finest specializerd slaves of almost every kind. Though, they do export more slave-soldiers and pleasure house slaves than anything else.
What are the customs like here? Are you supposed to twirl your hand upon meeting a superior? Are you supposed to leave food on your plate to show your host is feeding you enough? Politeness things.
Leave food on plates, deferential nod to superiors, slow blink to inferiors. (On this issue, use best judgment.)
This is likely an invitation event. Security is present in personal guards, but many of these slavers are quite capable of defending themselves.
You also realize that entering from the servants' quarters, where the is no public entrance, is suspicious at best.
Dawn breaks and Freedom’s Eagle sails with the tide. With the Vice Admiral in command, this promises to be an auspicious voyage.
The streets of Port Maverick teem with common and noble folk alike despite to early hour. The city pulses with a festival air as people young and old celebrate the anticipated success of the Vice Admiral’s undertaking.
You all know that that it would be, at best, unseemly to arrive to the ship after the Vice Admiral who should be the last to board as is tradition. Each of you have the option of two inns close to the docks to have taken your rest the night before. “The Seahawk” is a den for sailors: a questionable place in the best of times, but the ale is cheap and the women loose as the tongues of gossips that frequent the place. The second choice is “The Citizen Solder”. This pub is a favorite haunt of soldiers current and retired. The food is wholesome, the drink good, and the music terrible. Erasmus has a third option. Being a current enlisted man and a sailor to boot, you good have passed the night aboard ship and be there as the sun comes up.
What are the main political enemies of our country or slave countries?
What do you mean by political enemies?
But is magic done by humans is more common than game of thrones, then? Or is the fact that we have a wizard in our party, like, a really big deal because he's the only one for miles?
There is only slightly more raw magic than Game of Thrones. Having a Wizard in your party is a HUGE deal. Very likely, none of you have ever met one.
Ingvar Stonecast wrote:
which option are you referring to gm? Harkwyn wrote up the background with limited knowledge that setting merely adds more depth to it no problem!
GM DSP wrote:
This option :)
What is the status of supernatural monsters in this world? Are there still dragons and lycanthropes and hags and whathaveyou? And what about outsiders?
Extremely rare if any. Think Game of Thrones. Gritty, mostly human world.
Remember folks, the ONLY race is human. There is no dwarf, no elf, no halfling. There are only nationalities.
Now, to your questions!
I know our general mission, but what are we doing in particular right now?
You are to seek and engage slaver vessels on the Eleryn Sea. This is a pure attempt to hamstring the slave trade.
If something is different in the world, just tell me when it comes up and I'm happy.
I think your last question's answer may address this.
List of leaders and specifics about them would be nice. Name, race, age, how they act, if they approve of slavery, etc.
The Will of the People - This is not a person, but a collection of people. This group consists of the local, elected, officials of each settlement of Amerys. When a vote is called, every citizen casts their lot in the commons of their respective towns and the elected officials, using magical means, deliver the consensus of the people to the delegates of Alisar.
The People's Commander Rudolph Hadrian - This man is the brain and heart behind the will. They say the People's Commander could turn slaver to democrat in less than 10 words. A brilliant tactician and a masterful courtier of morale.
Vice Admiral Jonathan Trinton - Trinton is the right foot in the ocean, the pride of the Amerysi Navy. An unrivaled seaman and fierce fighter on land or quarter deck, the Vice Admiral began his career in the military of Amerys during the downfall of the last king of Perdute (the former name of the country). Trinton distinguished himself as a ship's captain, but made his career when he discovered that the King's household was selling debtors, prisoners, and enemies of the state to the Thelkonlanders. Outraged, Trinton led the coup staged by Rudolph Hadrian and forged the Democracy of Amerys.
Major General Penelope Trimak - By the time her first service was over, Penelope Trimak had risen through the ranks for her intuition of enemies preferred tactics and her bold, decisive victories. She is the left foot on land.
Our country is a newly formed democracy trying to spread. Anything else? Our leader?
See above? Can you be more specific?
So do we all know each other? Or are we just meeting now?
Well, the two Stonecasts know each other surely, and are just beginning their second tour with the Amerysi army and are seasoned veterans. Erasmus is a the youngest and is at the tail end of his first required service. Mortimer is between service requirements meaning he is either serving in the ranks by choice or is a hired advisor to the expedition. Either way, your role is the same and none of you have met the Vice-Admiral, but all of you have most certainly heard of his most famous exploits. Hell, his sword, Slaver's Ruin, is arguably more famous than him.
Also, what do you mean by knowledge only comes through experience and unbidden knowledge checks?
Anything you don’t learn by asking now is either knowledge yet unknown, or can only be recalled by passing a requisite knowledge check. I.E. I will not accept, “well my character this, so I should already know blah.” Does that make sense?
How many other groups of PCs are there?
I’ll never tell! :)
Who do we directly report to for missions and such?
GM DSP wrote:
Your captain is the legendary Vice Admiral Jonathon Trinton himself.
I would like to create a Cleric of Pharasma for this game. Uses positive energy and carries a morbid curiousity in the strange. He or she holds a dread fascination with the tales surrounding the Whispering Tyrant and is never shy about learning taboo or forbidden secrets.
More to come if you like this idea. Please let me know :)