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About Jubal Breakbottle

Questions to DM:
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Barony of Diemed:
RP accumulated (start of 4) 147
Treasury (start of 4) 33.75 GB

Aerele 5/0, Law 5, DA 0; Guilds EH 2, OT 2, Castle 3
Bliene 3/6, Law 3; Guilds EH 3
Ciliene 6/0, Law 4, DA 2; Guilds EH 3, GK 3
Duene 4/1, Law 4; Guilds OT 3
Moere 5/0, Law 4, DA 1; Guilds GK 4, OT 1, Castle 3
Tier 3/2, Law 3; Guilds GK 2

2 law holdings in the Imperial City of Anuire

RP generated 42

GB taxes 21.5 = +1d8 +2d6 +2d4 +1d3 +3 (need to update)
Aerele 5/0, law 5, high loyalty, [[1d8+1]]
Bliene 3/6, law 3, average loyalty, [[1d4+1]]
Ciliene 6/0, law 4, high loyalty, [[1d10+1]]
Duene 3/2, law 3, average loyalty, [[1d4+1]]
Moere 5/0, law 5, high loyalty, [[1d8+1]]
Tier 2/3, law 2, average loyalty, [[1d4]]

Guild income
Aerele 5/0, Law 4, DA 0; Guilds EH 2 [[1d3]], OT 2 [[1d3]]
Bliene 3/6, Law 3; Guilds EH 3 [[1d4]]
Ciliene 6/0, Law 4, DA 2; Guilds EH 3 [[2d2]], GK 3 [[2d2]]
Duene 3/2, Law 3; Guilds OT 3 [[1d4]]
Moere 5/0, Law 4, DA 1; Guilds GK 4 [[1d6]], OT [[1d2]]
Tier 2/3, Law 2; Guilds GK 2 [[1d2]]

GB earned by OIT

GB maintenance
* Domains: 12 = 2 GB
* Fortifications: 2 GB (Castles: Aerele 3, Moerel 3)
* Court: 6 GB (+0 Diplomacy)
* Army: 21 GB (10.5 garrison)
* Navy: 3.75 GB (1.875 in port)

ARMY 21 GB active, 10.5 GB garrison
3 units of archers: 3 GB active, 1x Aerele, 1x Moere, 1x Tier
1 unit of engineers: 2 GB active, 1x Aerele
1 unit of knights, 3 GB active, 1x Aerele
3 units of pikemen: 3 GB active, 1x Aerele, 1x Moere, 1x Tier
1 unit of infantry: 1 GB active, 1x Tier
3 units of marines: 4.5 GB active, 3x Aerele
3 units of scouts: 4.5 GB active, 1x Duene, 1x Moere, 1xTier

NAVY 3x15 x1/12 =3.75 GB active. 1.875 in port
3 Galleons: 15 GB, Cargo (6 GB & 3 units), Medium, MC B, Hull 4, Seaworthiness 15
* Elaine (Cuthbert Coelynwood), Igraine (Hugues Coeran), Vivaine (Waelter Rae)

LIEUTENANTS
Hoeratio Nelsoen, Admiral of the Navy
Arthur Welleslae, Marshal of the Army
Braedene Duene, Chancellor and Bishop of Moerle, Orthodox Imperial Temple
Ulum Caeris, spy

Turn 0.3 Proclamation of accession:
Proclamation of accession of Lord Moergan Diem, Baron of Diemed

Whereas it has pleased Almighty Haelyn to call to His Mercy our late Sovereign Lord Heirl Diem of Blessed and Glorious memory, by whose Decease the Crown of the Barony of Diemed is solely and rightfully come to The Lord Moergan Darien Michael Diem, Paladin of Haelyn:

We, therefore, the Lords Spiritual and Temporal of this Realm, together with other members of His late Lordship's Privy Council and representatives of the Realms and Territories, Aldermen, and Citizens of Aerele, and others, do now hereby with one voice and Consent of Tongue and Heart publish and proclaim that The Lord Moergan Darien Michael Diem is now, by the Death of our late Sovereign of Happy Memory, become our only lawful and rightful Liege Lord Moergan, by the Grace of Haelyn of the Barony of Diemed, his other Realms and Territories, and the Orthodox Imperial Temple, Baron of Diemed, Defender of the Faith, to whom we do acknowledge all Faith and Obedience with humble Affection; beseeching Haelyn by whom Princes, Dukes, and Barons do reign to bless His Lordship with long and happy Years to reign over us.

Given at the Avelerine cathedral in Aerele this first day of Sarimiere, five hundred fifty one years after the death of Michael Roele, last Emperor of Anuire.

HAELYN SAVE THE BARON

TURNS
Turn 1:
Random Event 13 = Brigandage
Turn 1 starting Treasury = 25 +24 taxes +11 guilds -6 court -2 castles -2 domains -5.75 garrison -1.875 in port = 42.375 GB
Turn 1 starting RP = 25 +39 = 64 RP
1.1 Rule Law holdings, 1 GP, 13 RP: Aerele 3 to 4, Bliene 2 to 3, Moere 3 to 4, Tier 1 to 2
Turn 1.1 Ruling Law:
Aerele Law 3 to 4
Bliene Law 2 to 3
Ciliene Law 4
Duene Law 3
Moere Law 3 to 4
Tier Law 1 to 2
Cost 1 GB and 13 RP
Turn 1.2 Respond to Random Events:
Respond to Brigandage with a Regent action: Moergan Diem will ride out to suppress the brigands himself using his Animal Affinity for cats to develop a cat information network and his Detect Lie ability to question suspects and witnesses.
Turn 1.3 Alliance with OIT:
1. The Baron of Diemed agrees not to collect taxes on the temple tithes of the Orthodox Imperial Temple (OIT), as his lawful right.
2. The Baron of Diemed agrees to align on actions to maximize the number of temples within the Barony of Diemed.
3. The OIT agrees to agitate in favor of the Baron of Diemed, at least once per season, prioritizing 1) any loyalty less than average and 2) larger provinces.
4. The OIT agrees to Bless the Land of the Barony of Diemed, at least once per season, prioritizing larger provinces.
5. The OIT agrees to maintain an army which is at least one-third the size of the army of the Barony of Diemed.
6. If war is ever declared on OIT or the Barony of Diemed, the army of OIT agrees to obey the orders of the commander of the armies of the Barony of Diemed.
7. The OIT and the Barony of Diemed agree to advise the other before declaring war.
Turn 1.Free :
Muster Armies = 18 GB
Aerele 3 Marines = 9 GB
Duene 1 Scout = 3 GB
Moere 1 Scout = 3 GB
Tier 1 Scout = 3 GB
Turn 1.LT:
Rule Province Aerele from 4 to 5. Cost 5 RP and 5 GB.
Turn 2.1:
Respond to Random Events. Accompanied by his Marshal of the Army, Arthur Welleslae, Moergan Diem, Baron of Diemed, activates his garrison in the province of Tier (1 unit of Pikemen, 1 unit of Archers, and 1 unit of Infantry) and destroys the sacrificial unit of goblin irregulars to demonstrate to the spider that Diemed stands more than ready. Cost 1.5 GB.
Turn 2.LT:
(Braedene Duene, Bishop of Moerle, Orthodox Imperial Temple): Rule Law holding in Aerele from 4 to 5. Cost 1 GB and 5 RP.
Turn 2.2:
Proclamation of Ancient Diemed

**By Decree of Moergan Diem, Duke of Ancient Diemed, Baron of Diemed, Paladin of Haelyn, and Scion by Blood of Brenna**

Let it be known throughout the lands of Anuire and beyond:

On this fifteenth day of Anarire, in the year 551 of the Michaeline Reckoning, We, Moergan Diem, by right of ancestral blood and divine providence, do solemnly affirm Our claim to the First Imperial Duchy of Diemed.

The rightful bounds of Ancient Diemed, as held in the days of the Empire, encompass the present domains of the Barony of Diemed, the Barony of Medoere, counties within the Barony of Roesone, and the Counties of Endier and Ilien. These lands, sacred to Our lineage and entrusted to Our stewardship, shall henceforth be recognized as the Duchy of Ancient Diemed.

To all lords and sovereigns of Anuire, We proclaim: the mantle of guardianship over Ancient Diemed rests upon Our shoulders. Should any lord, in defiance of peace and justice, raise arms unprovoked against these lands, know that We shall answer with resolve and righteous might.

Yet let none mistake Our strength for tyranny. As liege lord, We extend not the sword of compulsion but the shield of protection. We call upon the nobles of Ancient Diemed to acknowledge their place within this restored order — not through fear, but through fealty freely given. Let them declare their duties as vassals, as We declare Ours as protector and guide.

As a sworn paladin of Haelyn, We shall not compel allegiance by force of arms. Rather, We offer Our suzerainty as a covenant of peace, justice, and mutual strength. May this accord serve as a beacon to all Anuireans — a model by which the Empire may be renewed, united not by conquest, but by shared purpose.

Together, let us rise to confront the awnsheghlien who threaten our realm. Let Ancient Diemed stand as the first stone in the rebuilding of Anuire.

**So decreed and sealed under Our hand and signet, this day and evermore.**

Turn 2.3:
Rule Province Tier from 2 to 3. Cost 3 RP and 3 GB.
Turn 3.LT:
(Braedene Duene, Bishop of Moerle, Chamberlain of the Barony of Diemed) Rule Province Duene from 3 to 4. Cost 4 GB and 4 RP.
Turn 3.1:
Realm Rule Law holdings Tier 2 from to 3 and Duene from 3 to 4. Cost 2 GB and 7 RP.
Turn 3.2:
Mundane Adventure "in 94 MR, the duke, Havriel Diem, great-grandson of Harth, felt confident enough to begin making a play for the Iron Throne itself. Havriel began amassing large numbers of troops in eastern Diemed (modern day Roesone), intending to force Aerenwe and Bhalaene (now apart of Ghoere) to comply with his demands." In order to secure the funds for the massive army, Havriel used his magical, ducal signet ring, which he had inherited from the original Diem, first Duke of Diemed, as collateral. And when he refused to reimburse the guilders, the ring was lost to the family.

Moergan Diem, Baron of Diemed
Blazon Sable, lion rampant Or

Appearance:
This athletic, young Anuirean man stands a little over six feet tall. He is clean-shaven with chestnut-colored hair cut like a warrior, but his most striking features are his inhuman eyes, iridescent amber irises with vertical slit pupils, reflecting light like polished metal, which are obviously a bloodmark from the bloodline of Brenna. He wears a black silk tabard emblazoned with a golden rampant lion over brilliant silver full plate armor. His white leather belt carries a sheathed greatsword and arming sword.
Ability Scores 16, 12, 12, 12, 10, 8

Str 12 +1
Dex 12 +1
Con 12 +1
Int 10 +0
Wis 8 -1
Cha 19 +4

Bloodline Strength Major
Bloodline Derivation Brenna
Bloodline Score 42

Bloodline Abilities:
Bloodline Ability Bloodmark The scion bears a visible, recognizable sign of his special heritage.
Minor: Depending on the family, it may be a white streak in the hair, eyes of brilliant green, or a birthmark. NPCs that recognize the mark will tend to be respectful toward the scion, and even enemies perceive the mark as a warning to conduct themselves carefully when around the scion. The confidence imparted to the scion with such a Bloodmark provides a +2 bonus to all Charisma-based skills. The effects of a Bloodmark are considered a circumstance bonus and not a spell-like ability.
Bloodline Ability Detect Lie The scion has a knack for determining whether a character is lying.
Minor: Once per day, the scion can concentrate on one individual and discern whether he is speaking the truth, as per the spell discern lies. Unlike the spell, this ability only affects a single individual, regardless of the scion's level.
Bloodline Ability Animal Affinity (Major cats) The scion possesses an affinity and skill for communicating with the totem animal of their bloodline derivation. The ancient totem animal for Anduiras was the lion; for Basaïa, the eagle; for Brenna, the cat; for Masela, the dolphin; for Reynir, the wolf; for Vorynn, the owl; and for Azrai, the serpent.
Minor: Empathic communication: The scion has an empathic communication with the animal to a range of 60 feet, although the scion must be able to see the animal. This ability is similar to the wizard/sorcerer's ability to communicate with his familiar. Members of the species will never attack him unless they are magically controlled. The scion gains the wild empathy ability like a druid or ranger (detailed in the Player's Handbook) but only towards his totem animal. If the scion already has the wild empathy ability he gains a +2 bonus to his checks when interacting with his totem animal.
Major: In addition to the Minor effects the scion gains the following: Speak with totem animal: The scion's empathic communication increases to the ability to speak with animals of the totem species at will, as per the spell speak with animals. The animal must be within speaking distance of the scion. Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the scion during a trip in the wilderness, but it wouldn't follow him into civilized or inhospitable lands.

Race Human (Anuirean)
Class Paladin 5
Favored Class +2x5 Skill ranks
Alignment Lawful Good
Hit points 49 = 10 +6x4 class +1x5 Con +10 regent

+9 Fort +4 class +1 Con +4 Divine Grace
+6 Ref +1 class +1 Dex +4 Divine Grace
+7 Will +4 class -1 Wis +4 Divine Grace, +2 trait bonus on all saving throws against charm and compulsion effects

TRAITS
Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

FEATS
Human Alertness
1st Extra Lay on Hands
3rd Greater Mercy
4th +1 Charisma
5th Skill Focus (Sense Motive)

SKILLS
+14 Diplomacy 5 ranks +3 class +4 Cha +2 Bloodmark
+10 Lead 3 ranks +3 class +4 Cha
+5 Knowledge (Law) 2 ranks +3 class +0 Int
+5 Knowledge (Religion) 2 ranks +3 class +0 Int
+2 Perception 1 ranks -1 Wis +2 Alertness
+12 Sense Motive 5 ranks +3 class -1 Wis +2 Alertness +3 Skill Focus
+5 Warcraft 2 ranks +3 class +0 Int

+10 Handle Animal 3 ranks +3 class +4 Cha
+9 Knowledge (Nobility) 5 ranks +3 class +0 Int
+1 Knowledge (Geography) 1 rank +0 Int
+1 Knowledge (History) 1 ranks +0 Int

CLASS FEATURES:
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex) The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) x2 per day Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su) At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex) At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. At 3rd level, the paladin can select from the following initial mercies.
* Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PPC:HH
* Fatigued: The target is no longer fatigued.
* Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PPC:HH
* Shaken: The target is no longer shaken.
* Sickened: The target is no longer sickened.

Channel Positive Energy (Su) When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells. Caster 2nd level Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp) Weapon Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.


EQUIPMENT:
Worn
+1 Full plate magic, 50 lbs ACP -5
Magical shield has the ability to project a shield spell 3 times a day.
To celebrate his closest ally, Emperor Roele gifted a magical shield to Diem, first duke of Diemed. During the War of Succession between Michael Roele and Arwyn Boeruine, the shield was lost in battle by Duke Harth Diem.

Silvered, Masterwork Greatsword 440 gp, 8 lbs, slashing
Shortsword 10 gp, 2 lbs, piercing
Ducal Ring "in 94 MR, the duke, Havriel Diem, great-grandson of Harth, felt confident enough to begin making a play for the Iron Throne itself. Havriel began amassing large numbers of troops in eastern Diemed (modern day Roesone), intending to force Aerenwe and Bhalaene (now apart of Ghoere) to comply with his demands." In order to secure the funds for the massive army, Havriel used his magical, ducal signet ring, which he had inherited from the original Diem, first Duke of Diemed, as collateral. And when he refused to reimburse the guilders, the ring was lost to the family.

Royal outfit 200 gp, 15 lbs

350 gp


AC 21 = 10 +9 +1 Full plate +1 Dex
ACP -4 = -5 +1 Armor Expert

WEAPONS
Silvered, Masterwork Greatsword +7 to hit, 2d6+1 slashing damage, 19-20x2 critical
Shortsword +6 to hit, 1d6+1 piercing damage, 19-20x2 critical