Journeyman Carpenter

Coalhouse Porter's page

71 posts. Alias of The Wyrm Ouroboros.


Race

Init +4; darkvision 60 ft.; Per +14;

Classes/Levels

(Cohort: Alysandra Janus)

Gender

M LG half-orc

About Coalhouse Porter

Coalhouse Porter
Male half-orc monk (unchained) 3/rogue (unchained, knife master) 4
LG Medium humanoid (human, orc)
------------
"An army moves on its stomach."
"Captains focus on tactics; generals, on logicstics."

Statistics:
Coalhouse Porter #7
Male half-orc unchained monk 3/ninja (knife master, unchained) 4 (Pathfinder RPG Ultimate Combat 13, 72, Pathfinder Unchained 14, Ultimate Combat 59)
LG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 14 (+1 armor, +3 Cha, +3 Dex, +1 dodge)
hp 69 (7 HD; 4d8+3d10+7)
Fort +5, Ref +8, Will +4; +2 resistance bonus vs. poison, +2 bonus vs. fear, paralysis, and sleep effects
Defensive Abilities blade sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk monk's mace +10/+5 (1d6+1/×3) or
. . mwk snap-dagger +10/+5 (1d6+3/19-20) or
. . mithral snap-dagger +10/+5 (1d6+3/19-20) or
. . unarmed strike +9/+4 (1d6+1)
. . merciful boots of kicking +10/+4 (2d6+1 nonlethal)
. . . +1 highest attack (1 ki)
Ranged paueliel composite shortbow +10/+5 (1d6+1/×3)
Special Attacks sneak attack (unchained) +2d4/+2d8, stunning fist (4/day, DC 16)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 12, Int 14, Wis 14, Cha 17
Base Atk +6; CMB +7; CMD 24
Feats Ascetic Style, Circling Mongoose, Dodge, Dynasty Founder, Improved Unarmed Strike, Mobility, Snake Style[UC], Spring Attack, Stunning Fist, Weapon Finesse
Traits gesture expertise, issian noble (brevoy), natural-born leader
Skills Acrobatics +13 (+17 to jump), Appraise +12, Bluff +11 (+2 to maintain servant guise, +2 vs. other humanoids, +4 to feign ignorance, +2 to send secret messages via gestures), Craft (All) +4, Diplomacy +16 (+2 to gather information among servants while disguised as one, +2 vs. other humanoids), Disable Device +11, Disguise +10 (+2 to appear to be a servant, +10 to appear as a plainly dressed Medium human, half-elf, or half-orc), Escape Artist +8, Heal +3, Intimidate +13, Knowledge (local) +12, Linguistics +12 (+2 to understand gestures), Perception +14, Sense Motive +18 (+2 vs. other humanoids, +4 to intercept secret messages), Sleight of Hand +13 (+2 to conceal the ring in a search, +2 to conceal a light blade), Stealth +13, Survival +2 (+4 to avoid becoming lost, +4 to avoid becoming lost), Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Hallit, Lip-reading, Orc, Sellen Handsign, Soullen Handsign
SQ bonus feat, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, family ties, fast movement (unchained), fuse style, hidden blade, ki pool (6 points magic), mind of steel, ninja tricks (forgotten trick[UC], innocuous servant), orc blood, overlooked mastermind
Combat Gear wand of cure light wounds (21 charges), wand of lead blades (CL 3rd, 11 charges), caltrops (5), durable arrow (40), oil (8), smokestick (5)
Magical Gear mithral snap-dagger (2), mwk monk's mace, mwk snap-dagger (2), paueliel composite shortbow (+1 Str), boots of kicking (metal), brazier bead[APG], cap of bland appearance[ARG], cracked clear spindle ioun stone, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked magenta prism ioun stone, cracked mulberry pentacle ioun stone, handy haversack, heavyload belt[UE], muleback cords[APG], pathfinder pouch, ready belt pouch, sleeves of many garments[UE], snakeskin tunic[UE], tengu drinking jug[ARG], traveler's any-tool[UE]
Mundane Gear baijiu (per bottle)[UE] (2), baijiu (per bottle)[UE], ball (2 in.)[UE] (3), ball (2 in.)[UE] (2), ball (5 in.)[UE], bedroll, bell, block and tackle, brazier (4), bucket, bullseye lantern, everburning, canteen[UE], cards, deck[APG], case, wooden, chalk (9), chalk (2), charcoal, low smoke (40), chest, large (treasure), cigarillo (5), cigarillo (55), compass[APG], cot[UE], crowbar, diary, travelling, dice[UE], explorer's outfit (2), five-in-one (chess, checkers, backgammon, reversi, go) (worth 2 gp, 2 lb), folding chair[UE] (4), folding ladder[UE], folding shovel[UE], folding table[UE], good lock, grappling hook, handy haversack (center, 80 lb limit), handy haversack (left, 20 lb limit), handy haversack (right, 20 lb limit), hip flask[UE], horseshoes game[UE], ink, inkpen, iron spike[APG] (4), kit, writing, lantern hook (attaches to backpack, sticks up above head) (worth 0.27 gp, 1 lb), lighter, mess kit[UE], mirror, mug/tankard, pavilion tent[APG], pot (2), pouch, belt, rounders (baseball) set (worth 3 gp, 5 lb), sack, sack (5), sealing wax (5), signal whistle, signet ring, silk rope (100 ft.), skis[UE], sledge, soap (2), stove can[UE] (2), string or twine[APG] (4), teapot[UE], thieves' ring, thieves' tools, masterwork, tindertwig (6), tindertwig (5), trail rations (30), travel cake mix[UE] (13), traveler's outfit (2), umbrella[UE], waterproof bag[UE], whetstone, winter blanket (2), wrist sheath, spring loaded, wrist sheath, spring loaded, jewelry, courtier's (worth 50 gp, 1 lb),
Money 40 gp, 9 sp, 1 cp
--------------------
Special Abilities
--------------------
Ascetic Style (Snap-dagger) Apply any unarmed feat abilities to monk weapons.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dynasty Founder (Base Score 10) Gain followers as Leadership feat.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Forgotten Trick (2 ki, 4 rounds) (Ex) Spend 2 ki to recall and use one ninja trick for 4 rounds; trick still requires its own ki.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Innocuous Servant (Ex) You can disguise yourself as a servant to gather information with Bluff.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
. . Ki Attack Speed (Su, Swift) Spend 1 ki to make 1 additional attack when using the full attack action.
. . Ki Jump (Running Start, Su) If you have at least 1 ki in your pool, treat all jumps as if you had a running start.
. . Ki Movement (Su, Swift) Spend 1 ki to increase your movement speed by +20 for 1 round.
. . Ki Stealth (Su, Swift)Spend 1 ki to gain +4 insight bonus to Stealth for 1 round.
. . Ki Strike, Magic (Su) If you have at least 1 ki in your pool, your unarmed strikes count as magical for purposes of damage reduction.
Mind of Steel (Su) +2 bonus on saves vs. fear, paralysis, and sleep effects.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (4/day, DC 16) You can stun an opponent with an unarmed attack.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Replace Any Attack: Disarm, Sunder, Trip

Lose / Cause to Lose Dex Bonus to AC: Be Invisible; Flanked; Blinded, Cowering, Disabled, Dying, (Entangled?), Flat-Footed, Helpless, Horrified, Paralyzed, Petrified, Pinned, Stunned, Unconscious

Background:

Born of an orc whore and a noble who just couldn't pass up a nice rear, Coalhouse always knew what he wanted to be, and it wasn't as just some guy busting kneecaps for some other guy. Very early on in his 'misspent youth', he knew he wanted to be the guy who was 'in the room where it happens' - the one to make the decisions, be the power behind the throne, know what's going on where-ever he happens to be, or where-ever he happens to want to know what's going on. Between his esoteric 'clerical' education at a school of Sarenrae and his more practical education on the streets, he developed a very widespread knowledge base, as well as an awareness of (and ability to tap into) the local rumormill.

During both sorts of education, Coalhouse discovered others of his ilk - bastards of the nobleman, that is, who turned out to be a man as indiscriminate in his breeding as he was potent. More than twenty illegitimate children had been produced by the randy man over a period of as many years, and though he had done 'the right thing' and ensured for their upbringing and education, he was not so foolish as to actually claim any of them. Nonetheless, he had his favorites - the two who showed the most promise, the most persistence and determination and drive to succeed in life.

When the call went out for adventurers and such to forge into the Stolen Lands and expand Brevoy's influence, Coalhouse had already begun organizing the most adventurous of his kin, his favored older sister Alysandra as well as more than half a dozen others, all children of the same man. After a week's worth of putting his head together with some of the most clever of the lot, they emerged with a plan - to become the de facto controlling interest in the Stolen Lands, by being in control of the cartage. If trade can't move, then trade can't happen, after all - and if trade moves efficiently for the right people (whether that's them what pays you right enough, or them what has the best reasons don't necessarily matter either way), then the right people will have an advantage.

Coalhouse has decided that he and his kin will be in control of the logistics, and with his silver-tongued sister on his side ... he's confident that it'll be unlikely they fail.

Coalhouse Porter - tall, lean, sharp for a half-orc, seeing more than he should, understanding more than he should - and liquid smooth, glass smooth, snake smooth and quick.

Alysandra Janus - slender but strong, a good all-around presence on the battlefield or council room, athletic, but stunningly beautiful and captivating whenever she chooses to open up her mouth and share her thoughts.

Porter and Janus - two halves of a whole, some might say; the brains and the mouth, the mastermind and the diplomat, starting from almost nothing to put together a network of teamsters that will tie together the land they're being sent into ...

.. and, as a sideline in sub-rosa support for this goal, they and their people are working for House Surtova as, well, spies and plants, to keep the king's spymaster appraised of what's going on in the camp of the potentially-most-influential-people in the nation. This may change rapidly, however, if they feel that House Surtova's interests ... do not coincide with their own. After all, if push comes to shove, they figure they can get their father out, and he'll be just as good in this new land as he is in the old.

The two are semi-acknowledged bastards of a third-generation noble whose star is on the rise in the Surtova court. The unidentified Lord - for neither Porter nor Janus will speak his name, though they've met the man countless times - has been a gregarious and generous father to the pair, showering them with gifts appropriate to their preferences and abilities. His part-ownership of a mithril mine (and full-ownership of the ore smelter it uses, among many other business interests) has resulted in the older Alysandra and younger Coalhouse coming into possession of high-quality, if non-magical, weapons and armor.

A large number of Coalhouse's half-siblings are competent at animal handling, even owning their own cartage; this is because one of their mutual father's several business interests is that of a cartage company. Nobody but Coalhouse, Alysandra, and the Old Man know what the three of them discussed on that rainy night, but the Old Man gave his blessing (and their wagons) to those of his children who wished to follow the pair into the Stolen Lands.

-----------------

In general, Porter's bastard siblings follow the Dawnflower; only Merric Hammerhand follows Gorum, but even he has an outlook that would be acceptable by Sarenrae, were he not culturally disposed towards the Lord of War.

-----------------

It should be noted that Porter et. al. are big fans of rounders; Porter himself carries everything necessary for the game, and all of his siblings at the very least own their own leather gloves. Any get-together will see a game of catch, batting practice, or even a pick-up game if they can persuade others, from compatriots to perfect strangers, old folk to younglings, to join in.

I mean, c'mon - it's baseball!!

-----------------

The siblings' animals and transport (from Merric's light warhorse and mule to the others' horses and wagons) is only minimally given here; use standard stats if they are at all necessary. (Medium wagons, as a note, can move up to 2000 lbs of goods using only 1 Large animal, such as a horse. Since it doesn't say what KIND of horse ... a light horse it is.)

-----------------

Coalhouse Porter

Corsario wrote:
Charisma 8?!? Come on! In that case Alysandra would be the leader, and Coalhouse her consigliery. But Alysandra would be the one handling Coalhouse wires.

No, it typically works the other way around. The consiglieri, the counsellor, is the smooth and charismatic one, able to give advice to the boss, then pass on his orders, both without offending either the boss (for 'counter to his wishes' advice) or any of the underlings. You don't have charismatic men as the power behind the throne; they find someone who IS charismatic, who CAN get people to follow them, and put them up as puppets for them to be able to give orders to. "We're increasing taxes by half a percent. Make them like it." And the high-CHA puppet goes out and makes a 1/2% tax increase palatable to the populous. To draw parallels to Netflix's 'Daredevil', Coalhouse is Wilson Fisk - rough, awkward around people, but knowing what drives them and what drives himself. Alysandra is the smooth and debonair James Wesley, able to take Fisk's orders and phrase them in a way that'll allow other people (with their own egos) to accept them.

Alysandra is the 'face'; that doesn't make her the leader.

Corsario wrote:
What about raising it AT LEAST to 12? We need leaders in the Stolen Lands.

A good CHA doesn't make for a good leader; good ideas and a good sense of people makes for a good leader. A good CHA makes for a popular leader; Coalhouse isn't out to do that, he's out to get a functional stranglehold on the entire country. The king might rule, the high priest might guide the populus by interpreting the will of the gods, but Coalhouse has seen (on a smaller scale) what happens when you can't get your goods from the place they're made to the place they're sold. A baker can't make bread if he doesn't have flour; a miller can't make flour if he can't get grain. At both points, the guy who moves the stuff is involved, and so that's where Coalhouse wants to put his lever in order to move the world.

I know you said you don't like the kingdom-building rules, but one 'leadership' position would work just fine for Coalhouse: that of spymaster, which uses Int or Dex (the latter of which is Coalhouse's top attribute). He is, after all, building an organization that innately goes everywhere and sees everything, can keep its finger on the pulse of the nation, can shift to assist those in need, know what baron is building up his stores in order to be able to resist a siege, that sort of thing.

Corsario wrote:
So he works for the Surtovas? What does he thinks of them, really? What about his dad? Is he a Surtova? What does he thinks of his dad?

Combined these two, because it seemed appropriate.

To answer the 'more important one' first, I left his bloodline, in essence that of his father, open because I in part don't know enough about the campaign. It would at first blush seem to be a good idea to have their father be a Surtova (if a minor-but-rich one), but I can think of several scenarios in which it would be a very, VERY bad idea. Let's say that Dad is politically allied with the Surtovas - perhaps he gave them financial assistance, and has benefited from their ascension - but he isn't actually a member of their clan. This would enable Coalhouse and his siblings to make a clean break from them when the time came.

Coalhouse himself honestly doesn't have enough knowledge of the Surtovas to make a judgement, either on the king or on the rest of his clan; this is in part because I don't know enough about the situation to really make a call one way or the other. From what I remember, though, Surtova has basically overthrown the former clan, and is now using their position to squeeze the populous and the other noble houses, to the point where the southerners (Rostlanders) are considering seceding from the nation. With that in mind, and considering that Coalhouse actually is lawful good, he is uneasy with the potential for anarchy should the conflict between the south and the north come to civil war, as well as with the political corruption that seems to be intrinsic to the Surtova clan's hold on power.

His opinion of his father is one of ... restrained contempt. Though Dad has in a way taken care of his illegitimate children by providing for their education and their start in trades (mostly in his own shipping company), he was never close to Coalhouse - or any of the others, really, because bastard children are, after all, not people you introduce proudly into polite company.

So from Dad's point-of-view, Coalhouse going into the south with Dad's blessing and the assistance of a big chunk of his siblings in part gets the 'embarrassments' out of the way while also (theoretically) giving Dad access to information and possibly new markets. When push comes to shove, however, Coalhouse isn't going to allow Dad (or the Surtovas through him) to take control of the network he's built.

Corsario wrote:
What does he looks like? Is he elegant? Down to earth? What the others think of him? A dirty half orc wanna-be?

His personal preferences are earthy - a good ale, good sausage, some physical sport ('rounders' is his favorite game, and the entire family plays to one extent or another, but some boxing or knife-throwing is good too) and he's happy. His skin is ashen instead of green, and though he does have tusks that show, they only do so slightly. Ideally, people don't think anything of him; he strives to be the sort of person who can be introduced and who fades into the background, and possibly from memory, soon thereafter. With luck, if they DO think something of him, it's that he's quiet and subservient, just like a good sub-human should be.

Clothingwise, however, Coalhouse and Alysandra both possess minor magical items that enable them to be quick-change artists (typically on his part) and always have the right outfit on hand (typically on her part): sleeves of many garments. Though their baseline outfits are usually explorer's clothing, simply drawing the sleeves off and back on again enable them to change the outfits into whatever is appropriate - whether that's a carter's pants, shirt, and cloak, a guard's uniform, or an outfit suitable for a noble. (Coalhouse doesn't have the jewelry appropriate for the latter, but Alysandra does, and can always fit in.)

Corsario wrote:
What are his political inclinations? What kind of goverment he likes? More importantly, what place he wants on that goverment? Or he wants to be "on the side", a valuable ally without beign part of it?

By personal preference, Coalhouse would be an ally without being an actual part of the government; when it comes to the game, however, the Wyrm knows that it might be better to not have that goal. I don't know how this will actually play out, since there's likely to be anywhere from 16 to 32 characters (main and cohort) that'll be active. If, as might happen, the multitude of PCs makes for multiple kingdoms, Coalhouse would like to be the tie that binds them all together - the 'neutral third party', so to speak, that can go anywhere and talk to anyone, who can prevent wars from breaking out between them. (Wars may be good for business, but it's only a temporary boost.)

In regards to 'political inclinations', he's sort of neutral in specifics. He knows that with most political systems, it isn't the system that screws people over, it's the people running and manipulating the system. There are good kings and bad kings; there are benevolent dictators and oppressive ones. A democracy might be fair and balanced, or it can be demagogue-prone; theocracy, magocracy, oligarchy, they all can be beneficial to everyone, or really turn the screws on the people who aren't at the top.

A monopoly on a critical segment of society - in this case the distribution system - is what is called 'hydraulic despotism'. The name arises from the fact that the critical element was originally access to water, but the name is applicable in that a small action by those in control of that element has a is proportionate effect on the rest of society. This is what Coalhouse is looking to build ...

... and the thing of it is, it's for all the right reasons. Coalhouse is lawful good. He wants order, but he also wants people to be free to make their own choices, and to choose the good of all. He is working to build this monopoly so that he is in a position to be able to 'lean on' even the most powerful organizations in the kingdom(s) if they should decide to go bad - whether that's by beginning an unjust war, abusing their people, or whatever.

He's also doing it because he knows it's a critical vulnerability - and so this sort of monopoly should be in the hands of someone who isn't going to abuse it (or at least if they do, abuse it in all the right ways, for all the right reasons).

Corsario wrote:
Be careful with that... we don't want a "Monopoly" game, but high fantasy / epic adventure. Why will he leave all of his business behind to adventure? Why not stay to play political games instead of leaving to face big threats of the new kingdom?

Here's the thing - why WOULDN'T he want to walk out of the Porters, Inc. central counting-house and go off and get involved with the most powerful, influential people in the kingdom? He's strong, driven, intense, and likes mixing it up physically as much as (or more than) the next guy. Oh, in the game he might play at pretending to be trying to get out of the way while he's slicing up the opposition, but putting your live on the line is FUN. It's EXCITING. Makes your blood pound!! To boot, adventurers get the sort of cash that only kings can imagine getting their hands on. The idea that he (and his sister) are the 'personal pack-mules' of those amazingly influential and rich people is the core concept of his business, out of which the cartage company (and its domination of the transport business in the kingdom(s)) springs.

So yes - he wants to create a monopoly, to be the power that both helps out the throne and yet is a dagger to its throat should it go bad. But threats to the kingdom are threats to what he's built - and if he's someone who can go and help out the people who handles those threats, then why shouldn't he be right there with them? He's not going to be in the center of the painting with the five heroes with their bright shiny swords and armor, but he'll be down there in the corner - the porter lugging around as much cargo as a ship!!

Corsario wrote:

Just about the Charisma:

"Charisma measures a character's personality, personal magnetism, ability to lead, and appearance."
Do you REALLY want Coal to be subnormal in that aspect?
I mean, with Charisma 8, he is a "Half-Orc". Woman and children cross the street when he goes by. Business relationships will belittle him. His invitation for dances and elegant functions will get "lost" in the mail.
With Charisma 10 he will be a "nice half-Orc". Bearable in social functions.
With Charisma 12 he is charming, without adjectives. Barely minimum for what I think Coal is.
I think there is where you want him, at 12 charisma. At least.
---
On the other hand, I don't like "handicapped" heroes.
Your main character is "subnormal" in one aspect?
Really?

If people with business contracts belittle him, then they're not very good contracts - or people. (Considering his Intimidation of +14, I think that might not be entirely likely, but if that's the way you run them, that's fine.) Otherwise, that's rather as expected, yes, and he doesn't mind as much, because he isn't the face of the operation, he's the brains. Here's the thing - Coalhouse is meant to appear to be one of 'the people', not one of the high-and-mighty. He's a porter, for god's sake, he carries stuff!!

I know that he's lower-than-standard on the Charisma; he's far lower than the top one (22!!!). But kicking him up by 4 points to 12 requires sacrificing 2 points from his highest attribute (because there's really no other attribute that can get cut away from), which basically puts him as 'bland across the board', instead of having an area in which he stands out.

Everything you're talking about is expected for Coalhouse, while Alysandra gets courted - the way a 'face' character is meant to be. But if you're making it a game requirement that all characters have to have at least a 12 CHA, then I'll change it, switch 'Natural Born Leader' in for 'Bruising Intellect', and fiddle with the increased number of followers - 20 1st, 2 2nd, and 1 3rd.

Corsario wrote:

I would recommend you read about Brevoy, the Surtovas, and the government changes that happen there.

Coalhouse would like to be informed in his decisions.

*reads up as much as is in the Player's Guide* So they theoretically assassinated their way to the throne, using Thieves' Guilds and the like.

This is probably where Coalhouse decided that having someone trustworthy in this sort of position of power (able to lean on Thieves' Guilds, rebellious lords, etc.) would be the best thing possible - which is why, honestly, he would make for a perfect spymaster.

How he feels, then, about the Surtovas (and, in a way, his father as well) is reinforced as 'restrained contempt'. Restrained in that he knows better than to express it, but contempt nonetheless.

First things first:

Corsario wrote:
So about the Surtovas... he has contempt but he is willing to work for them?

You don't need to like someone to do business with them. It's better, sure, but not necessary. However, this looks to be a moot point, as ...

Corsario wrote:

About his new business: No, his father is not going to give them money away so they can start away, independently. Not a good investment.

We will change that.

Coalhouse and his brothers escaped! Ran away! They are sick of being "second fiddlers" to their spoiled "legal" half brothers, and are going to make a run for it.

On the Stolen Lands. On their own. With their wits and abilities.

Sounds good?

Gives you a ready-made (per se) group of opponents, gives Coalhouse et. al. a much less murky (and thus much more myuthic/heroic) situation to be in, so sure! While I would prefer (for that whole 'lawful' bit) that they not be stealing anything, since most of the rest are at least neutral good, I can understand if they 'took advantage' of dear ol' Dad - maybe left half-value for what they took, with the balance being their 'back pay' for having been underpaid for the last 5-10 years.

--------------------
Alysandra Janus
Female half-elf bard (negotiator) 5
LG Medium humanoid (elf, human)

--------------------
Freiya Fjar-Bana-Högg ("Far-Slayer")
Female dwarf UC monk (zen archer) 3
LN Medium humanoid (dwarf)
A comparatively recent arrival to the International Businessmen, Freiya is a very, very quiet female who has clearly been psychologically wounded over many years. While she will now speak to males she knows well (Coalhouse, Ghent, one or two others), she still will not speak much over a whisper. Females, however, she is somewhat more at ease with, and she shows a particular dedication to Alysandra. She is one of the very few of the Inglourious Basterds who is not an active teamster.

--------------------
Ghent Maston
Male human (Varisian) UC rogue (driver) 2
NG Medium humanoid (human)

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.

The Headquarters group can be found on Ghent's page.

-----------------
Jocasta Crunch
Female half-orc ranger (groom) 2
NG Medium humanoid (human, orc)

Jocasta is, in fact, Coalhouse's full sister, as they share the same half-orc mother, a randy woman with a taste for rich presents (of both the glittery and erotic kinds). Almost as smart as her older brother Coalhouse and half-sister Alysandra, Jocasta suffers somewhat from the impetuosity of youth - or maybe just the impatience of the hot-blooded half-orc. As earthy and sensual a woman as her mother, she throws herself into bedsport as readily as she does combat - though she does handle combat more with an eye towards keeping her charges (i.e. her horse Spikemane, as well as any other horse that's been entrusted to her) safe and sound, and less towards the head-breaking sort of combat a few of her half-sibs dive into. Though she is not a wagonner, she possesses a deft hand with critters, and can often persuade groups of steeds to do things as a unit instead of having to lead them all one-by-one through a task.

The Shield Wall and the Wyrd Sisters can be found on Jocasta's page.

-----------------
Merric Hammerhand
Male human (Kellid) barbarian (unchained, mounted fury) 1
NG Medium humanoid (human)

Child of a Kellid wanderer and the Old Man, Merric is one of the few children to have not spend most of their years in near contact with him. With much of his life spent carrying his belongings or, since his 20th birthday, having them carried by the horse and mule the Old Man gave him, he is familiar with the ways of moving people and goods across the land.

Note that though he is stronger than Alysandra, he tends to be a little ... conflicted ... about subjecting her to the sort of boisterous tussle with siblings (even females) he's used to with the Kellid tribe, which means she winds up winning anyhow.

He has agreed to Coalhouse's 'adventure', though he looks at it less as a business venture and more as a reason to get up close and personal with nasty things, kill them, and bring trophies along for the next time he runs into his mother's tribe. Call him a pansy son of a cityman!!

Stats: Merric Hammerhand:

Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 12 (1d12)
Fort +2, Ref +0, Will -1; +1 trait bonus vs. arcane spells
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +3 (1d3+2) or
. . club +3 (1d6+2) or
. . greatsword +3 (2d6+3/19-20) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged shortbow +1 (1d6/×3)
Special Attacks rage (4 rounds/day)
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 11, Int 12, Wis 9, Cha 8
Base Atk +1; CMB +3; CMD 13
Feats Animal Affinity, Endurance
Traits superstitious (realm of the mammoth lords)
Skills Climb +6, Handle Animal +5, Intimidate +3, Perception +3, Ride +6, Survival +3, Swim +6
Languages Common, Hallit, Skald
SQ fast rider
Other Gear hide armor, arrows (40), brass knuckles[APG], club, greatsword, shortbow, backpack, bit and bridle, blanket[APG], feed (per day) (20), flint and steel, hemp rope (50 ft.), pack saddle, pot, pouch, belt, rounders glove and bat (worth 0.04 gp, 0.75 lb), sack (5), soap, torch (10), trail rations (10), traveler's outfit, waterproof bag[UE], waterskin
Money 29 gp, 9 sp, 6 cp
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Rider (Ex) The speed of any ridden mount increases by 10 ft.
Rage (Unchained, 4 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.

Clubfoot
Horse
N Large animal

Stats: Clubfoot:
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear bit and bridle, blanket[APG], military saddle, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.

-----------------
Quentin Quarrel
Male half-elf rogue (unchained, driver) 1
NG Medium humanoid (elf, human)

A rare twin and brother to Lida Rose, Quentin Quarrel is definitely one of the siblings who would really rather not get into a fight. The best pitcher when the family gets together for a pick-up game of rounders, Quentin is utterly aware of his unsuitability for combat, and does his very level best to keep as far from it as possible. As such, he is particularly adept at keeping his eyes, ears, and the hairs on the back of his neck raised for trouble, and according to Burl can hear it coming three days away.

Stats: Quentin Quarrel:

Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort -1, Ref +4, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +2 (1d3-1) or
. . club -1 (1d6-1) or
. . throwing knife +1 (1d4-1/19-20) or
. . longspear -1 (1d8-1/×3) or
. . morningstar -1 (1d8-1) or
. . spear -1 (1d8-1/×3) or
. . unarmed strike +2 (1d3-1 nonlethal)
Ranged light crossbow +2 (1d8/19-20) or
. . sling +2 (1d4-1)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 8, Int 12, Wis 10, Cha 11
Base Atk +0.75; CMB -1; CMD 11
Feats Animal Affinity, Skill Focus (Perception), Weapon Finesse
Traits beast bond
Skills Bluff +4, Climb +3, Handle Animal +7, Knowledge (local) +5, Linguistics +5, Perception +9, Ride +6, Sense Motive +4, Stealth +6, Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan, Undercommon
SQ elf blood, focused progress, hard drive
Other Gear leather armor, brass knuckles[APG], club, crossbow bolts (40), light crossbow, longspear, morningstar, sling, sling bullets (100), spear (5), throwing knife (6), 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, 26 gp, 3 sp, 7 cp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Progress Choose two benefits when you gain a class level.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

-----------------
Lida Rose
Female half-elf rogue (unchained, driver) 1
NG Medium humanoid (elf, human)

Twin sister to Quentin Quarrel, the sweet and elegant Lida Rose is the premier base-stealer amongst the Bastards despite her fragile nature. Though she tends to not be as aware of local issues as the others, Lida is probably the most likely (besides Alysandra, of course) to be able to talk herself and her cargo out of a sticky situation, making her an invaluable member of the family.

In combat, she takes cover as soon as possible and uses her light crossbow (if possible) or longspear (if not) to keep enemies at bay.

Stats: Lida Rose:

Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 8 (1d8)
Fort -1, Ref +3, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee armor spikes (rosewood) -3 (1d6-1) or
. . brass knuckles +1 (1d3-1) or
. . club -1 (1d6-1) or
. . longspear -1 (1d8-1/×3) or
. . morningstar -1 (1d8-1) or
. . unarmed strike +1 (1d3-1 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 9, Int 12, Wis 10, Cha 13
Base Atk +0.75; CMB -1; CMD 10
Feats Animal Affinity, Skill Focus (Bluff), Weapon Finesse
Traits beast bond
Skills Acrobatics +5, Bluff +8, Diplomacy +5, Handle Animal +8, Knowledge (local) +5, Perception +6, Profession (driver) +4, Ride +5, Sense Motive +4, Stealth +5; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome
SQ elf blood, focused progress, hard drive
Other Gear rosewood armor, brass knuckles[APG], club, crossbow bolts (40), light crossbow, longspear, morningstar, 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, 6 gp, 3 sp, 7 cp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Focused Progress Choose two benefits when you gain a class level.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

--------------------
Delga Meekat
Female half-orc rogue (unchained, driver) 1
NG Medium humanoid (human, orc)

Delga is a 'more active' naysayer than Ghent, which means she'll get right into your face to tell you that that's a bloody stupid idea. Though not especially pugnacious, she is perhaps the most practical of the bunch, the resident 'doubting Thomas' who would really rather have it laid out. It isn't that she's stupid - none of the Bastards are - but while she does happen to be the least intellectual of the bunch, she also knows that forcing someone to lay it out for her will help expose the potential issues in an idea or plan.

She is, in general, one of the most durable of the Bastards, and usually plays catcher. In combat, she'll use her heavy crossbow until enemies close within 15', and then use either the scorpion whip or her longsword.

Stats: Delga Meekat:

Init -1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +1 (1d3+1) or
. . longsword +1 (1d8+1/19-20) or
. . morningstar +1 (1d8+1) or
. . scorpion whip (aa) +1 (1d4+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged heavy crossbow -1 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 9, Con 13, Int 10, Wis 12, Cha 8
Base Atk +0.75; CMB +1; CMD 10
Feats Animal Affinity, Weapon Finesse
Traits beast bond
Skills Climb +5, Handle Animal +6, Intimidate +5, Knowledge (local) +6, Linguistics +4, Perception +5, Ride +3, Sense Motive +5, Spellcraft +1; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Dwarven, Orc
SQ hard drive, orc blood
Other Gear leather armor, brass knuckles[APG], crossbow bolts (40), heavy crossbow, longsword, morningstar, scorpion whip (aa), 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, 16 gp, 3 sp, 7 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

--------------------
Burl Stickbum
Male half-orc rogue (unchained, driver) 1
NG Medium humanoid (human, orc)

A rare specimen of 'the Old Man got it on with an actual orc', Burl was handed by his dam over to one of the Old Man's carters when he was fourteen - as being too peaceful. Trained by the orc clan's shaman in the magical arts, he apparently hadn't a lick of magical ability, but picked up the rough-and-ready healing side of the trade relatively well. While he generally lives up to the 'peaceable' reputation, it's the peaceability of someone waiting for you to get into reach so that they can crack your head open and find out what color your yolk is.

Though he plays right field, Stickbum (go ahead, ask him how he got the 'last' name - I dare you) is wicked when he has a target come close to him, whether that's at bat or with his falchion concealed behind the bench of his wagon. He specifically keeps a sack of a couple dozen fist-sized rocks on the bench of his wagon, available to either practice his long-distance throwing or to pelt opponents with, taunting them in order to get them to close with him - at which time he hauls out the falchion and pretends their heads are baseballs.

Stats: Burl Stickbum:

Init -1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 8 (1d8)
Fort +0, Ref +1, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +1 (1d3+1) or
. . falchion +1 (2d4+1/18-20) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged thrown object -1 (1d4+1)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 8, Con 10, Int 11, Wis 14, Cha 9
Base Atk +0.75; CMB +1; CMD 10
Feats Animal Affinity, Weapon Finesse
Traits beast bond
Skills Disable Device +3, Handle Animal +6, Heal +3, Intimidate +5, Knowledge (local) +4, Perception +6, Profession (driver) +6, Ride +2, Sense Motive +6, Sleight of Hand +3; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ hard drive, orc blood
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
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

--------------------

Caleb Tödbringer
Male human ranger (guide) 1
NG Medium humanoid (human)

Zebediah Tödbringer
Male human rogue (unchained, driver) 1
NG Medium humanoid (human)

Yet another pair of the Old Man's boys, the older/younger (though both are young) siblings Caleb and Zebediah are in some ways very alike, and in others very different. Caleb is touched with the peculiar wanderlust of the eternal traveller; Zebediah is a much more steady and reliable sort, somebody likely to make a very good husband for somebody someday. The two boys (young men, but that's what you get when you're dealing with so much family) look eagerly forward to adventures in the Stolen Lands.

Stats: Caleb Tödbringer:

Caleb Tödbringer
Male human ranger (guide) 1
NG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee saber +1 (1d6/19-20) or
. . unarmed strike +1 (1d3 nonlethal)
Ranged shortbow +2 (1d6/×3)
Special Attacks ranger's focus
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 11, Int 12, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 12
Feats Animal Affinity, Point-Blank Shot
Traits grim optimism
Skills Handle Animal +5, Heal +4, Intimidate +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +4, Ride +7, Survival +4
Languages Celestial, Common
SQ track +1, wild empathy
Other Gear leather armor, arrows (40), saber, shortbow, bit and bridle, military saddle, saddlebags, 110 gp, 9 sp, 1 cp

More gear to come.

--------------------
Special Abilities
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Stats: Zebediah Tödbringer:

Zebediah Tödbringer
Male human rogue (unchained, driver) 1
NG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d8-1)
Fort -1, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +1 (1d3) or
. . falchion -4 (2d4/18-20) or
. . unarmed strike +1 (1d3 nonlethal)
Ranged thrown object +1 (1d4)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 9, Int 10, Wis 10, Cha 13
Base Atk +0.75; CMB +0; CMD 11
Feats Animal Affinity, Skilled Driver[UC], Weapon Finesse
Traits beast bond
Skills Appraise +4, Bluff +5, Escape Artist +5, Handle Animal +8, Intimidate +5, Knowledge (local) +4, Perception +4, Profession (driver) +4, Ride +4, Sense Motive +4, Sleight of Hand +5
Languages Common
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.
Skilled Driver (Land) Gain +4 bonus on driving checks with made with one vehicle
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.