Fighter

SagaBorn 1.5

Path: Fighter 

Hit Die: d10

Class Abilities: STR, CON

The world is filled with those who choose to face problems with a sharp edge. The fighter is the guardian of the group, the one who cuts a path through the enemy.

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Heroic Surge Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 1 Talent Point, +2 HP +1 HD, +1 HP, +1 Skill
3rd +3 Quick Recovery +1 HD, +1 Skill, 1 Talent
4th +4 1 Talent Point, +2 HP, Endurance +2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Extra Attack, 1 Talent Point +1 HD, +1 Skill
6th +6 Good Position, +2 HP +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point +1 HD, +1 Skill, 3rd Legacy Item
8th +8 Bonus Attack, +4 HP +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

**All warrior classes get a total of +3 HP at level 2.

 

Level 1

Heroic Surge: Once per encounter the fighter may take a bonus Heroic Combat or Move action.

 

Level 3

Quick Recovery: Heal 1d10 +CON+Level 1/day, Free Action.

 

Level 5

Extra attack: A fighter gets two attacks at their full bonus for one standard action.

 

Level 6

Good Position: As a Free Action, when a Fighter is flanked the fighter gets a free move of 5ft that does not provoke attacks of opportunity after the enemies have finished their movement, but before they roll attacks.

 

Level 8

Bonus Attack: A Fighter may take an additional attack as a Free Action. This is in addition to the Extra Attack gained at level 5, and attacks gained from any other source.

SagaBorn 1.0

Hit Die: d10

Class Abilities: STR, CON

The world is filled with those who choose to deal with problems with a sharp edge. The fighter is the guardian of the group, and the one who cuts a path through the enemy.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +0 +0 1 Talent Points 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +0 +0 1 Talent Point, +2 HP Bonus Hit Point, +1 Skill Point
3rd +3 +3 +1 +1   All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +1 +1 1 Talent Point +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +1 +1 +1 AC +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +2 +2 1 Talent Point All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +2 +2 +5 HP Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +2 +2 1 Talent Point, 1 Ability Point +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of class bonus.

Finnian Nightfall

Male Feral Elfling: Pale-skinned with a shock of black hair, Finnian has an otherworldly, haunted look. He rarely speaks, instead observing others with a calculating gaze. Skilled at hiding and quick to adapt, Finnian avoids conflict but holds a simmering resentment against the guards.

First Hall

First Hall is the most western town of the Ferryport city state.

First Hall is a small town, and as such, has only one inn, aptly named “The First Inn”, as it was the first (and so far only) inn built in First Hall. It is built of the same timbers and white stucco as most of the other buildings and houses in the town, and is over 400 years old.

The town is centered around a fresh water spring, which has a fountain built over top, carved in the shape of a beautiful woman in robes with a large urn from which the water flows naturally up from artesian pressure.ferryport-lands-web

Flesh Golem

Golem, Flesh

Challenge Rating: 7

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 79 (9HD)  

Armor Class: 18, touch 8, flat-footed 18  (-1 size, -1 Dex, +10 natural)

Saves: Fort +3 Ref +2 Will +3

Weaknesses: Cold, Fire, Tritium

 

Offense

Speed: 30ft

Base Attack: +6

Melee: 2 slams +10 melee (2d8+5)

Special Attacks: Berserk

 

Statistics

Abilities: STR 21, DEX 9, CON –, INT –, WIS 11, CHA 1

Skills: Acrobatics -1, Athletics +12,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery -1

Talents:  —

Special Qualities: Damage reduction 5/tritium, darkvision 60 ft., immunity to magic, low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: Standard

 

Berserk

When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.

 

Fort Deadrick

City Statistics

Crime 1; Economy 2; Law 6; Knowledge 4; Magic 5

Highest Stat is 10, lowest 1

 

Large Town: Population 2100

80% human, 15% elfling, 3% dwarf, 2% faun

 

Government: Aristocracy

Ruler Lady Balan

She has ruled for 60 years since her husband passed away.

Attitude: Downtrodden. The town has been suffering famines and sickness for decades. The past 3 years have been the worst, corn and soybean crops have all rotted in the fields. All that has survived is cabbage and potato crops.

Superstitious: the peasants are fearful of Lady Balan, and see witchcraft in many places, but also seek a saviour.

The town is mainly under the thumb of the magistrate.

3 constables

Places of interest:

  1. Courthouse
  2. The Flogged Pony Tavern
  3. Crying Raven Inn and Tavern
  4. Belastikof Goods
  5. Ed’s Smithy
  6. Doctor Genbi (dwarf)
  7. Butcher
  8. Graf the leatherworker and bootmaker
  9. Masoleum
  10. The Fort

Friend and Foe Tavern

Friend and Foe Inn and Tavern

A sprawling four-story building on Bulwark Ave, the Friend and Foe is always lively and open. The main tavern room is two stories and is home to the famous Negotiator’s Round Table, a large table that circles a constantly burning brazier.

The tavern and inn are well worn but well cleaned and kept up with. There is no stage, but on any night there may be an assortment of entertainers. 

Innkeeper Edna

Edna is a stout Dweran. She inherited the inn from her parents, as well as her connections to the Companions. She is loyal to a fault to them. She is 5’2” with black hair, a muscular build, and light brown skin. She is also quite the fixer, setting up various jobs that always benefit the Companions

Bartender Alix

A faun who worked their way up through the ranks of the Companions from childhood. They are friendly and charismatic, a sympathetic ear to any who come in. And they have a mouth that immediately reports any important information to Edna.

Guards Biff and Bash

Retired entertainers from the Todaran family circus, they were hired for their stout frames but also their charisma. It takes more than a strong arm to keep the barroom from chaos, and they diffuse more situations with their tongues than with their cudgels.

Alistair

 Teran male. Late 20s/early 30s, dresses in more avant-garde bardic clothes. Wears guyliner. Plays a variety of stringed instruments and sings. Alistair is a common sight at the Friend and Foe, as he is the resident musical artist of the inn. When he’s not there, it tends to be because he’s been hired to play at some fancy shindig or another as his reputation does proceed him. He is a known quantity in the city and as such is up to date on all sorts of current gossip and rumors floating about. He is also quite an accomplished musician. In truth he is an agent of The Eye. Used as an inside man, essentially, most of his extra-curricular performances are arranged to give him access to important documents, to listen in on an secret meeting, or to simply get an accurate casing of a location for a job of The Hand. Some jobs, however, are simply because he is a hot commodity when it comes to parties and those, it must be said, are his favorites. He is an excellent source of information for all aspects of Kowal and can impart some especially select information to those with a connection to the Companions.

Frost Worm

Frost Worm

Challenge Rating: 12

Size: Huge

Type: Magical Beast (Cold)

Initiative:  +4

 

Defense

Hit Points: 147 (14HD)

Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18

Saves: Fort +14 Ref+ 9 Will +6

Weaknesses: Fire

 

Offense

Speed: 30 ft. (6 squares), burrow 10 ft.

Base Attack: +14

Melee: Bite +21 melee (2d8+12 plus 1d8 cold)

Ranged: –

Special Attacks: –

Sanity Effects: First Encounter 2/1d8+1

 

Statistics

Abilities: STR 26, DEX 10, CON 20, INT 2, WIS 11, CHA 11

Skills: Acrobatics +4, Athletics +10,  Awareness +7, Endurance +5, Knowledge N/A, Persuasion+0, Spellcraft +0, Survival +0, Thievery +0

Talents: 4 points or recommended; Alertness, improved initiative, Weapon Focus (Bite), Unbreakable Will, Greater Weapon Focus (Bite)

Special Qualities: 15ft Reach, Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire

Ecology

Environment: Cold Plains

Organization: Lone

Treasure: none

 

Trill

A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th.

 

Cold

A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

 

Breath Weapon

30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw.

 

Death Throes

When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22).

 

Gades Trade

Gades is an older trade company, that owns most of the warehouses in Ferryport, and makes most of its money off of small fees helping goods find their way to the correct buyers.