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Right now working up a Fated Champion Skald focusing on a spirits of the ancestors theme. He'll probably take the Spirit Totem line as his shared rage powers. Still working though.

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Not only that, my Ulfen friend. When I sing, the Spirits themselves join us to battle!
I also just realized that the Belzken war drummer one stacks! But I'd loose pretty much all the bardic knowledge aspects of my character. Choices choices.

Sesi |

Good... Ragnar already had man who finds things for him to kill and lady with friend for Liten Mun. Man who sings of past battles good to pass the time between bloodshedding.
A lady who hunts and will try to drink you under the table no less. :D

Ságol þunorslieht |

Here is the alias. Name subject to change. As far as my research has told me, it means something close to "the thunder-stroke of a club", but my skill in old English is non-existent.
Nothing in the alias yet. I'm still building.
I know he will be Str/Cha and a secondary front-liner/buffer. Also probably a semi-face. If I blend the two archetypes then I'll have no bardic knowledge skill, but I'm not sure it's worth it yet.

Black Dow: DM O' The North |

Fated Champion Skald is a very good choice - like I touched on earlier my newest pride and joy character is one Hálvr Grímmrsǫngr - who tips the nod to our own Ragnar Hairybreeks :)
Not convinced the losing of bardic knowledge is worth it, however you'll have enough Knowledge skills kicking about to more than compensate... The War Drummer archetype fits well enough into Iobarian culture - drumming mimics the thunder of the centaurs hooves etc...
More I mull it the more I like it :) What I would also say is there are a number of the War Drummers alternative abilities that will prove very complimentary to the game's progression (cough-cough)
Least of all you'll provide our red-handed huscarl with a decent beat for his axe strokes :)
So we have:
Luke - Human (Iobarian) Ranger (Warden of Berghof) 3
Ragnar - Human (Ulfen) Barbarian (Invulnerable Rager) 3
Sesi -Female Agathion-blooded Aasimar (Idyllkin) Hunter 3
Ságol - Human (Iobarian?) Skald (Fated Champion/Wardrummer) 3
????? - ????? Arcane character (Arythain)
????? - Arctic Druid (Olmek)
If we get all 6 that will be awesome and a total shot in the arm for the game.
I've a notion of how to introduce Sesi and Olmek's Druid (may review the larder notion on Sesi because of it) - Arythain's character you will meet in the Hinderlings larder... And Ságol has me a little baffled but I'll get my creative head on :)
Cheers one and all

Ságol þunorslieht |
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Ok, I think he's done. He doesn't have much of a Backstory, but then again, asking him will only elicit a grunt and possibly a "doesn't matter". He is of the Old Way, of the time where a man was judged by his actions and his reputation in the Songs. If forced, he will sing you the song of his birth and his calling by the spirits, but you better be prepared to sit. His Song is already over an hour long when played in full and accompanied by his thunderous Slecgcleadur ("Hammer-Drum"), a combination weapon and percussion instrument played by tapping it with sticks or beating it on something hard, like your enemy's head.

Black Dow: DM O' The North |

Uh-oh, do I need to refigure Sesi's gear? I assumed wealth by level (3,000 gp)
Mmmm let me mull on this one - Gear/loot that's been gained has been encounter specific and allowed the group to gain some neat items. Am torn on how to deal with the reduced ranks of the original party (either exit stage left or succumbed to the Hinderling/trow hund) - if they fell then the items gained remain with the group, whilst if they leave then my intimation has always been they take what they have with them.
Whilst none of the items were Saga plot specific, some have regional significance to Berghof.... and I'm a "use it or lose it" type o' GM - by all means trade or sell (if buyer can be found) but not swapping items in/out for the group.
Going forward they'll be plenty of loot, but with regard's Sesi's original query - please rejig - 1000GP wealth + a MW weapon or armour of your choice (birthday yesterday so I'm feeling in a generous mood lol)
As the veterans of the Saga - Luke/Ragnar you guys have any preferences on how we handle the fallen or leaving of the group?
My initial thoughts are that Disa, Frerir and Skol all head back toward Kustnir and Muli heads to Quern's Hermitage to read over his works and essentially assume his mantle. You may (or may not) see them again - plot devices dependent. You would however lose access to their items unless specifically requested?

Luke Falgren |

I think that Muli fits best into continued plot hooks, and the character could easily continue as a NPC in the manner that you have suggested. Maybe the others fall to Hinderling, and Ragnar and I can claim their stuff, if we want. I would likely only be interested in Armor or weapon upgrades and any potential healing potions.Thoughts?

Sesi |

Female agathion-blooded aasimar (idyllkin) hunter 3 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 21 (3d8+3)
Fort +4 (+2 circumstance bonus vs. cold weather), Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee gladius +3 (1d6+1/19-20) or
. . longspear +3 (1d8+1/×3)
Ranged mwk composite longbow +6 (1d8+1/×3)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—summon nature's ally II
Hunter Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—cure light wounds, endure elements, hunter's howl[APG] (DC 13), magic fang, summon nature's ally I
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 12), spark[APG] (DC 12)
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Statistics
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Str 12, Dex 16, Con 12, Int 10, Wis 15, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Outflank[APG], Point-blank Shot, Precise Shot, Stealth Synergy[UC]
Traits eyes of the wild, ken of the kodlak, tough meat
Skills Acrobatics +0 (-4 to jump), Craft (bows) +6, Handle Animal +9, Intimidate +5, Knowledge (geography) +5, Knowledge (nature) +5, Linguistics +2, Perception +8 (+10 in natural settings), Spellcraft +4, Stealth +6, Survival +10; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Erutaki, Skald
SQ animal companion (wolf named Snow Paw), animal focus (3 minutes/day), hunter tactics, nature training, track +1, wild empathy +4
Combat Gear potion of cure light wounds (2), potion of endure elements; Other Gear mwk studded leather, arrows (40), gladius, longspear, mwk composite longbow (+1 Str), cold weather outfit, explorer's outfit, flint and steel, furs, jewelry, masterwork artisan's tools, masterwork backpack, silk rope (50 ft.), 2 gp
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Special Abilities
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Animal Companion (animal companion (wolf named Snow Paw)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways. You gain a +2 trait bonus on Perception checks in natural settings.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Ken of the Kodlak You possess a supernatural or scholarly understanding into what the Iobarian people call the Kodlok; humanlike creatures that possess animalistic qualities. Your proficient insight relates to both their behaviour and ecology.
Benefit: You gain a +
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Tough Meat You have survived the larder of the Hinderlings through a combination of tenacity, toughness and edgy guile.
Benefit: +2 trait bonus to Perception checks to avoid being surprised.
Additionally once per day you can delay the onset of fatigue eff
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Snow Paw
Male wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 22 (+9)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
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Offense
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Speed 50 ft.
Melee bite +4 (1d6+3)
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Statistics
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Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Improved Natural Armor, Outflank[APG], Stealth Synergy[UC], Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Heel, Stay, Track
Skills Acrobatics +3 (+11 to jump), Perception +6, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, attack, attack any target, come, defend, down, heel, stay, track
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
Done fixing the equipment.

AdamWarnock |

Brief search turned up it's the Scottish (or is it Scots, perhaps our resident Scotsman will clear it up for this poor American Southerner,) New Year celebration.
That said, this break works for me. I've got some stuff to take care of between now and the beginning of January that's going to be eating my free time.
Also gotta get my tree up. :#

Black Dow: DM O' The North |

Just a wee touch o' Scots :)
Cool for Yule it is then folks... we'll reconvene after the festives; if I get time then I may post some development stuff for the incoming players, but I'll not expect input so no pressure.
Enjoy the festive break as/when it comes - thanks again to the stalwarts and newcomers who've given me a second tilt at this windmill :)
Skal!

Black Dow: DM O' The North |

Arrrggh - BIG post just eaten. Take II:
Okay here's where we are at... The original ill-fated heroes eventually found their way to the Púca Nest - where it was believed that answers to the blight that has befallen both Kustnir (and the Berghof Valley) would be found.
Alas none of the pesky Púca were discovered - at least not alive. However it seems that part of their lair has now been occupied by fell Hinderlings (Auld Iobarian for "Sneak/Wretch") - cannibalistic cave dwelling sub humans of local lore.
Redec - one of these "wretches" was encountered and dispatched, along with the lair's trow-hund (troll hound) guardian.
Exploration of the lair reveals that it is clear a small clan/family of these fell creatures now occupies the former Nest.
Here's where we introduce the new members of the company in Sesi, Ságol and Arythain's character. I was originally worried that them being captives would have introduced them as potentially "weak" but to be honest surviving the Hindering's larder/prison shows a mean survival streak and you'll also have valuable intel on the rest of the Hindering clan...
As such the new characters will all start with the "Tough Meat" Saga Achievement Trait (see the Campaign tab for details) as they'll not yet have earned the Outlander trait and missed out on the trow encounter and its reward.
I'm currently looking over gear and treasure of the outgoing members of the group and will likely re-write the Saga canon to cover this (will be addressed in game thread).
Again thanks for the patience - will introduce the group/larder encounter then a full exploration of the Nest can take place. Hindering intel will be spoilered also and the new Saga heroes can trickle into play as they see fit.
Cheers

Black Dow: DM O' The North |

Indeed you will be - but it'll be found relatively quickly - I won't be shanking you all that way. Freedom is at hand and a red handed revenge is in your skein o' fate Ságol :)
The Hinderlings will have brought you three down with poison (you now have surmised they were tainted rations either purchased or spoiled in the wilds...) - multiple doses of Oil of Taggit seem likely.
I'll infill more details on your captures and the circumstances this afternoon.