![]() About Ghent Maston--------------------
The oldest bastard of them all, Ghent is the one that Coalhouse and Alysandra most often come to in order to bounce their ideas and plans off the cold hard surface of acerbic reality. Though the 38-year-old has seen, in his words, 'far too much to believe any of this sh!te is ever gonna work,' his sardonic wit and caustic view of the world hides a hope that this little 'family venture' will prosper, and that he can finally provide for his wife and children the decent living they deserve. His insights into local laws, personalities, and customs are invaluable to Coalhouse and Alysandra as they set up their network, and he is most likely to be the one they rely on to spot new talent for them to recruit. Stats: Ghent Maston:
Init -1; Senses Perception +6 -------------------- Defense -------------------- AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex) hp 10 (2d8-4) Fort -2, Ref +2, Will +1 Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft. Melee brass knuckles +0 (1d3-1) or . . hanbo +0 (1d6-1) or . . morningstar +0 (1d8-1) or . . unarmed strike +0 (1d3-1 nonlethal) Ranged heavy crossbow +0 (1d10/19-20) or . . light crossbow +0 (1d8/19-20) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 8, Dex 9, Con 7, Int 16, Wis 13, Cha 12 Base Atk +1.5; CMB +0; CMD 9 Feats Animal Affinity, Skill Focus (Knowledge [local]), Weapon Finesse Skills Appraise +7, Bluff +6, Climb +3, Diplomacy +6, Disguise +5, Escape Artist +3, Handle Animal +8, Intimidate +6, Knowledge (engineering) +4, Knowledge (local) +11, Linguistics +7, Perception +6, Profession (driver) +5, Ride +5, Sense Motive +6, Sleight of Hand +4, Stealth +3, Swim +3 Languages Common, Dwarven, Gnome, Hallit, Sylvan, Varisian SQ hard drive, rogue talent (getaway artist[UC]) Combat Gear potion of cure light wounds (3), potion case, portable; Other Gear leather armor, brass knuckles[APG], crossbow bolts (40), hanbo, heavy crossbow, light crossbow, morningstar, backpack, bedroll, blotter (0.2 lb), case, wooden, cot[UE], feed (per day) (20), flint and steel, folding chair[UE] (6), folding table[UE] (2), hemp rope (150 ft.), inkpen, knife for cutting quills into pens (0.5 lb), pen nibs, periscope[APG], pigment for making ink (0.2 lb), pocket watch, pot, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), ruler, small (0.1 lb), silk rope (150 ft.), soap, tent, large[APG], torch (10), trail rations (10), wagon, heavy[UC], waterproof bag[UE], waterskin, winter blanket, heavy horse, bit and bridle, blanket, muleback cords, riding saddle, saddlebags, 32 gp, 1 sp, 2 cp -------------------- Special Abilities -------------------- Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Getaway Artist (Ex) +2 bonus on driving checks. Hard Drive (Ex) When driving an animal propelled vehicle, reduce DCs of driving checks by 2, increase max speed by 10 feet and acceleration by 5 feet. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. -------------------- --------------------
Ghent Maston's draft horse, Fritz is a faithful and powerful black-and-white-spotted work animal which Ghent frankly dotes upon, as the two have been through much in the last several years. Fritz is, technically, not Ghent's first 'Fritz', but that's what happens when you have a good relationship with a horse breeder. Freiya Fjar-Bana-Högg, given her peculiar dwarvish view on the IB and its leadership, had a custom set of muleback cords made for the beast, enabling it to pull a large wagon all on its own. As can be imagined, it makes Fritz very much a seven-day wonder in the villages he goes through, pulling a heavily-loaded massive wagon behind him all by himself.
Stats: Fritz:
Init +4; Senses low-light vision, scent; Perception +8 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size) hp 19 (2d8+10) Fort +8, Ref +7, Will +3 -------------------- Offense -------------------- Speed 50 ft. Melee unarmed strike +5 (1d4+5 nonlethal) or . . bite +5 (1d4+5), 2 hooves +0 (1d6+2) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 Base Atk +1.5; CMB +7; CMD 21 (25 vs. trip) Feats Endurance, Run [b]Tricks Come, Defend, Guard, Heel, Riding, Stay, Work Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8 SQ defend, docile, guard, riding, work Other Gear muleback cords[APG], bit and bridle, blanket[APG], riding saddle, saddlebags Encumbrance 1200 / 2400 / 3600 lbs. w/ muleback cords. -------------------- Special Abilities -------------------- Defend [Trick] The animal will defend you. Docile This animal's natural attacks are treated as secondary unless it is trained to fight. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Guard [Trick] The animal stays in place and prevents others from approaching. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Riding [Trick] The animal has been trained to bear a rider. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Work [Trick] The animal pulls or pushes a medium or heavy load. -------------------- Patricia Maston
Ghent's little sister, Patricia is the 'baby' of the family, or at least of those siblings and half-siblings who have come south to be part of the IB. A straightforward carter, Patty is likely to remain under Ghent's eye for some time to come, though undoubtedly she'll soon chafe under the watchfulness and demand to be allowed to ship out with other IB members, such as the 'Wyrd Sisters'. Stats: Patricia Maston:
Init +0; Senses Perception +5
-------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 8 (1d8) Fort +0, Ref +2, Will +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee brass knuckles +0 (1d3) or . . falchion -4 (2d4/18-20) or . . unarmed strike +0 (1d3 nonlethal) Ranged thrown object +0 (1d4) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 10, Dex 10, Con 10, Int 12, Wis 12, Cha 11 Base Atk +0.75; CMB +0; CMD 10 Feats Animal Affinity, Scholar[ISWG], Weapon Finesse Traits beast bond Skills Acrobatics -3 (-7 to jump), Appraise +5, Bluff +4, Escape Artist +1, Handle Animal +7, Intimidate +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (local) +5, Perception +5, Profession (driver) +5, Ride +0, Sense Motive +5 Languages Common, Hallit SQ hard drive Other Gear leather armor, brass knuckles[APG], falchion, thrown object (20), backpack, bedroll, bit and bridle, blanket[APG], feed (per day) (20), flint and steel, hemp rope (50 ft.), pot, pouch, belt, riding saddle, rounders glove (worth 0.03 gp, 0.5 lb), saddlebags, small tent, soap, torch (10), trail rations (10), traveler's outfit, wagon, medium[UC], waterproof bag[UE], waterskin, winter blanket, 23 gp, 3 sp, 7 cp -------------------- Special Abilities -------------------- Hard Drive (Ex) When driving an animal propelled vehicle, reduce DCs of driving checks by 2, increase max speed by 10 feet and acceleration by 5 feet. Scholar (Knowledge [engineering], Knowledge [geography]) +2 bonus on two Knowledge skills Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. -------------------- Tomlin Ashlund
The last of the family to come along, dashing and charismatic, stronger than many and smarter than a few, Tomlin's mother was a Keleshite slave sold off by a number of different masters for a number of different reasons ('orneriness' being the leading cause of most of them, though). She wound up in an Issian brothel, where the Old Man knocked her up. In revenge (of a sort), she enthralled Tomlin with tales of 'his' homeland. He is a rare duck among the IB, however, as he's one who has well and fully felt the touch of the gods upon him. Though it has perhaps made him a trifle overeager to engage 'the foe' and to redeem those who should be redeemed, Tomlin is fortunate enough to be under the more-or-less direct supervision of Qadim REdsand, a cleric of the goddess that most of the IB follow, Sarenrae. The young man dresses in what he believes to be exotic Keleshite fashion, with robes, turban, and the like, and as can be expected, he is rather exciteable, and liable to jump into things without thinking them all the way through. Seventeen, Tomlin is except for the sixteen-year-old Patricia Maston the youngest human of the Bastards to head south. (Jocasta somehow doesn't quite count, being half-orc, and thus somehow 'more mature' at fifteen.) Stats: Tomlin Ashlund:
Init +0; Senses Perception -1
-------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 10 (1d10) Fort +2, Ref +0, Will +1; +2 trait bonus vs. charm and compulson -------------------- Offense -------------------- Speed 30 ft. Melee brass knuckles +2 (1d3+1) or . . scimitar +2 (1d6+1/18-20) or . . unarmed strike +2 (1d3+1 nonlethal) Ranged heavy crossbow +1 (1d10/19-20) Special Attacks smite evil 1/day (+1 attack and AC, +1 damage) Paladin Spell-Like Abilities (CL 1st; concentration +2) . . At will—detect evil -------------------- Statistics -------------------- Str 12, Dex 10, Con 10, Int 11, Wis 9, Cha 13 Base Atk +1; CMB +2; CMD 12 Feats Mounted Combat, Skill Focus (Ride) Traits birthmark Skills Handle Animal +5, Heal +3, Ride +7, Sense Motive +3 Languages Common, Kelish Other Gear armored kilt lamellar (leather) armor[UC], buckler, brass knuckles[APG], crossbow bolts (40), heavy crossbow, scimitar, backpack, bedroll, bit and bridle, blanket[APG], feed (per day) (10), flint and steel, hemp rope (50 ft.), pot, pouch, belt, riding saddle, rounders glove (worth 0.03 gp, 0.5 lb), saddlebags, soap, torch (10), trail rations (10), traveler's outfit, waterproof bag[UE], waterskin, winter blanket, 4 gp, 3 sp, 7 cp -------------------- Special Abilities -------------------- Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used. -------------------- Qadim Redsand
A half-elf of Keleshite descent, Qadim is a boon to the IB in more ways than one. A sacred healer, he also sees to the spiritual wounds of the primarily-Sarenite group, serving as wise counsel to most and a leash to a few of the more reckless, like the relatively-recently-called Tomlin. Stats: Qadim Redsand:
Init +0; Senses low-light vision; Perception +4
-------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 7 (1d8-1) Fort +1, Ref +0, Will +4; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike -1 (1d3-1 nonlethal) Special Attacks channel positive energy 3/day (DC 10, 1d6) Domain Spell-Like Abilities (CL 1st; concentration +3) . . 5/day—rebuke death (1d4) Cleric (Merciful Healer) Spells Prepared (CL 1st; concentration +3) . . 1st—ant haul[APG] (DC 13), cure light wounds[D], read weather . . 0 (at will)—light, purify food and drink (DC 12), stabilize . . D Domain spell; Domain Healing -------------------- Statistics -------------------- Str 9, Dex 10, Con 8, Int 12, Wis 15, Cha 11 Base Atk +0.75; CMB -1; CMD 9 Feats Skill Focus (Heal), Turn Undead Traits dangerously curious Skills Heal +9, Perception +4, Sense Motive +6, Spellcraft +5, Use Magic Device +5; Racial Modifiers +2 Perception Languages Common, Elven, Hallit SQ combat medic, elf blood Other Gear Gear to come Money 298 gp, 28 sp, 11 cp
-------------------- Arasëa ("Noble Helper")
Drawn to the well-being of the gathering of equines, the horse-druid Arasëa simply showed up on the horse lines one day, helping Jocasta out with managing the horses' watering and feeding. Though of course all of the teamsters in the IB know quite well how to take care of their animals, they do so because without the horses they can't work. Arasëa takes care of the horses for the horses' own sakes, and carefully monitors the creatures that by this point she considers to be her herd-family, on loan to the IB. While she hasn't yet done so, she may at some point get the Businessmen into trouble by 'freeing' abused horses, or calling in friendship to an enemy's steeds. Stats: Arasëa:
Init +0; Senses low-light vision; Perception +7
-------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 6 (1d8-2) Fort +1, Ref +0, Will +3 Immune blindness, dazzled -------------------- Offense -------------------- Speed 30 ft. Melee armor spikes (rosewood) -4 (1d6) or . . longsword +0 (1d8/19-20) or . . sickle +0 (1d6) or . . unarmed strike +0 (1d3 nonlethal) Ranged longbow +0 (1d8/×3) Spell-Like Abilities (CL 1st; concentration +2) . . At will—light Druid Spells Prepared (CL 1st; concentration +2) . . 1st—calm animals (DC 12), speak with animals . . 0 (at will)—create water, know direction, stabilize -------------------- Statistics -------------------- Str 10, Dex 10, Con 7, Int 13, Wis 13, Cha 12 Base Atk +0.75; CMB +0; CMD 10 Feats Animal Affinity Traits forlorn Skills Handle Animal +7, Heal +5 (+8 to treat common animals, but +1 to treat other creatures), Knowledge (nature) +7, Perception +7, Ride +6, Survival +7; Racial Modifiers +2 Perception Languages Common, Druidic, Elven, Sylvan SQ improved empathic link, lightbringer, nature sense, pack bond, wild empathy Other Gear rosewood armor, longbow, longsword, sickle, veterinarian's kit[UE], 154 gp -------------------- Special Abilities -------------------- Immunity to Blindness You are immune to blindness. Immunity to Dazzled You are immune to the dazzled condition. Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile. Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities). Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Fëagwai ("Spirit of the Wind")
-------------------- The Headquarters Group Although the headquarters group includes Qadim Redsand, Tomlin Ashlund, and Arasëa, and usually includes the Maston siblings, the core of HQ is the Gorintzes: Gyorg, Oleg, and Nadia. Despite being of three different races (Gyorg is a half-orc, Oleg a halfling, and Nadia a dwarf), the Irrisen trio are as tightly bound as any family, if not more so, for while the Inglourious Basterds playfully fight with each other at the drop of a hat, the reticent Gorintzes rely on each other absolutely, and see to each others' well-being with a mute fervor that borders on the fanatic. While they do not speak of what brought them together, or how they managed to escape the White Witches, mistreating one is certain to bring the wrath of the other two down upon the offender. Though the half-orc Gyorg is nearly as good as Coalhouse when it comes to brutalizing his opponents, he is the most straightforward of the three, and will club you ruthlessly into unconsciousness should you piss him off by being mean to Nadia or, especially, Oleg. As Gyorg also serves the IB as their primary carpenter and wheelwright, keeping on his good side is a wise decision. Nadia, in her turn, is the IB's smith, making the hardware for a wagon or shoeing the horses with equal facility. A forgemaster-cleric of Torag, the thin, short dwarf is fumblefingered anywhere but at the forge, though her refusal to speak to anyone but the other Gorintzes is yet to be broken, even by the nearly-as-reticent Freiya. Though it goes against the very fiber of her being, abusing her 'kin' will earn you her wrath - thrown horseshoes, ill-set hardware, and a refusal to repair your problems until you make amends. Since she won't speak to you, it can be tough to figure out what, exactly, offended her. A thin halfling is a sorry sight indeed, and Oleg is that at the very least. A perpetually sad and slightly-scared expression creases his face with worry lines, and though he readily (if in a quiet, heavily-accented voice) confesses to being a coward, his revenges upon tormentors of Gyorg or Nadia are both the most subtle and the most legendary, for he is the IB's cook, especially when they are all together. (While Kyle Pennic cooks as well, and his waffles and breakfasts are legendary, Oleg is considered the 'master of the kitchen'.) All in all, it makes the International Businessmen very, very respectful and protective of the Gorintzes. Stats: Gyorg, Nadia, and Oleg Gorintz:
Gyorg Gorintz Male half-orc rogue (unchained, thug) 1 NG Medium humanoid (human, orc) Init +0; Senses Perception +3 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 8 (1d8) Fort +1, Ref +3, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee brass knuckles +1 (1d3+1) or . . club +1 (1d6+1) or . . dagger +1 (1d4+1/19-20) or . . sap +1 (1d6+1 nonlethal) or . . unarmed strike +1 (1d3+1 nonlethal) Ranged shortbow +0 (1d6/×3) Special Attacks sneak attack (unchained) +1d6 -------------------- Statistics -------------------- Str 13, Dex 11, Con 10, Int 14, Wis 9, Cha 8 Base Atk +0.75; CMB +1; CMD 11 Feats Animal Affinity, Weapon Finesse Traits beast bond Skills Bluff +3, Climb +5, Craft (carpentry) +6, Disable Device +4, Escape Artist +4, Handle Animal +6, Intimidate +5, Knowledge (local) +8, Linguistics +6, Perception +3, Ride +3, Sense Motive +3, Sleight of Hand +4; Racial Modifiers +2 Intimidate, +2 Knowledge (local), frightening Languages Common, Giant, Goblin, Orc, Skald SQ orc blood Other Gear leather armor, arrows (40), arrows (15), brass knuckles[APG], club, dagger (6), sap, shortbow, whistling arrow[UC] (5), artisan's tools, backpack, bedroll, bit and bridle, bit and bridle (3), blanket[APG], blanket[APG] (3), chewing stick, comb (0.2 lb), feed (per day) (80), flint and steel, hairbrush (0.3 lb), hemp rope (150 ft.), mess kit[UE], mirror, nail file (0.1 lb), pot, pouch, belt, pouch, belt, rounders glove (worth 0.03 gp, 0.5 lb), scissors (0.3 lb), soap, sponge, thieves' tools, tooth powder (0.1 lb), torch (10), trail rations (10), traveler's outfit, wagon, heavy[UC], waterproof bag[UE], waterproof bag[UE], waterskin, winter blanket, 4 sp, 8 cp -------------------- Special Abilities -------------------- Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. -------------------- Nadia Gorintz
-------------------- Oleg Gorintz
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