Kabal Breven |
1 person marked this as a favorite. |
No matter what happened I could see Winter returning to his mountain retreat and Sebastian chasing some pretty broad to the ends of the earth. Cat I could see as having grown bored with the lot of us and moved on to find bigger adventure.
Leaving the Sable, Bree and Kabal. With Corvax missing, you two are the only friends he has left so he's down for whatever. As long as it involves separating heads from shoulders along the line.
Bree Longfield |
Indeed. Sebastian already had a lady back at the Golden Goblin. I agree though, I am interested in seeing some sort of Riddles wrap up, even if it's just ZZ telling us a short story about how the Drow adventure ends. I mean, c'mon, we're all currently inhabiting the bodies of dead Drow. Also, I want to know if Sable keeps his new "slave".
Bree will miss the hell out of Winter :(
Winter Snow |
1 person marked this as a favorite. |
Winter's broader aims were to continue to build trade with the less volatile Shoanti tribes and consolidate his relationship with the Elves for continued 'military might'. The idea was to take over the old mission house in Riddleport and act as a sort of intermediary and unofficial town watch to take the harder edge off some of the excesses of the crime lords - hence why he tried developing what relationships he could with the likes of Vankaskersin and Clegg, and his acceptance of using blunt force trauma where and when required, because "Some folks you just can't reach" - he'd continue to develop the mountains presence as a retreat and 'fresh start' for people who wanted to begin again or 'had to leave town'.
Though he was a stalwart Paladin and totally committed to the ideals he espoused, he was always a realist who understood that trying to save Riddpleport is going to work about as well as spitting at the moon - not only will you not hit the mark, you'll just end up with a messy face. Better he picked and chose the battles he could win. A living Paladin can also do more good deeds than a martyred one. "The serenity to accept the things I cannot change, The courage to change the things I can, The wisdom to know the difference".
Zyren Zemerys |
1 person marked this as a favorite. |
Wait, I really wanted you to find Brandon at the end of the current module!
Maybe we just assume that happened, you killed the drow overlords rescued poor Brandon, returned to Riddleport, found a letter from Harry who was ranting about "not-trustworthy NPCs" and followed him? Ummm, ok...I see room for improvements.
And, hey Bilbo!
Shifty |
That said, not altogether bad either.
Winter might have taken Brandon up into the Mountains to recover and recuperate, leaving Bree around to head off and see what her old pal Harry is barking about. The word of ancient curses, crazed Ogres, and shady Rangers should get her hooked.
Twilightrose |
Wait, I really wanted you to find Brandon at the end of the current module!
Yay! Perhaps you'll allow me to correspond via carrier pigeon/hired messengers with him throughout the game :D
Maybe we just assume that happened, you killed the drow overlords rescued poor Brandon, returned to Riddleport, found a letter from Harry who was ranting about "not-trustworthy NPCs" and followed him? Ummm, ok...I see room for improvements.
I laughed waaayyyyy harder at this than I should have
Bree Longfield |
Still don't trust my raven? :D
"Oh no, Sable... and Korax. That's very kind of you to offer, but um, surely Korax is much better suited to stay by your side to aid you instead of doing such menial work as to carry messages for me!" Bree says giving Sable one of those forced smiles that she thinks makes her look friendly, but really only makes her look psychotic.
Twilightrose |
I'm feeling a bit under the weather right now with a sore throat and mild fever. ZZ, when were you wanting to start the game going again, I want to make sure I have Bree leveled up in time but am not sure I'll get to it tonight. I also have to print off and fill out a bunch of stuff for my Graduate School application.
Kabal Breven |
Kabal level 8 - Fighter Weapon Master 6
+1 ability -> Con -> 16
HP: 1d10 + 3 + 87 + 1 ⇒ (7) + 3 + 87 + 1 = 98 +1 is FC
+1 BAB
+1 All Saves
2 Skill pts - 1 Intimidate, 1 Perception
Fighter bonus Feat - Lunge
+1 Weapon Guard -> +2
TarkXT |
So. I lost my temper. The result is a broken lcd screen on my laptop. Incidentally this is where a great deal of important things are held.
So now I have to scramble to get the money together to get a replacement screen. So, obviously things are going to slow down as the only way I can post is at the beneficence of my girlfriend.
Bree Longfield |
1 person marked this as a favorite. |
Improved Uncanny Dodge
Rogue Talent: Ledge Walker
HP: 1d8 ⇒ 3
Ability score: +1 Charisma (10)
BAB: +6/+1
+1 Ref
Skill ranks: 10
Stealth +1, Bluff +1, Heal +1, Acrobatics +1, Climb +1, Escape Artist +1, Perception +1, Sense Motive +1, Intimidate +1, Survival +1
Bilbo Bang-Bang |
Here is the crunch minus hit points and any gear. Couldn't remember if we rolled for HP or what.
Thirnson Ironfingers
Male Dwarf Monk (Monk of the Sacred Mountain) 8 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 18 (+2 shield, +1 Dex, +1 natural, +1 dodge, +5 untyped)
hp 38 (8d8+30)
Fort +9, Ref +7, Will +9; +2 bonus vs. enchantment spells and effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), iron limb defense; Immune disease; SR 13, magic resistant
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+4)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 17)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +12 (+14 grapple, +14 trip); CMD 29 (33 vs. bull rush, 31 vs. grapple, 35 vs. trip)
Feats Chokehold[UC], Dodge, Earth Child Style[UC], Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist, Toughness, Twin Thunders[UC], Twin Thunders Flurry[UC]
Traits giant slayer, resilient
Skills Acrobatics +12, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +9, Escape Artist +5, Intimidate +3, Knowledge (history) +6, Linguistics +2, Perception +10 (+12 to notice unusual stonework), Sense Motive +10, Spellcraft +3, Stealth +8
Languages Common, Dwarven, Giant, Thassilonian
SQ dwarf monk, bastion stance, fast movement, ki defense, ki pool, maneuver training, stunning fist (stun), unarmed strike, wholeness of body
Other Gear 150 gp
--------------------
Special Abilities
--------------------
-2 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Chokehold May pin grappled opponent one size category larger than you
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earth Child Style Defensive training AC increases to +6 against giants
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Spell Resistance (13) You have Spell Resistance.
Stunning Fist (8/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) Can apply different conditions when using stunning fist feat.
Twin Thunders Substitute disarm, sunder, and trip for any of your attacks vs. giants
Twin Thunders Flurry Trip a giant of up to Huge size, and deal +2 damage against giants
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wholeness of Body (8 Hp/use) (Su) Use 2 ki as a standard action to heal own wounds.
Background
“Even the largest mountain may be crumbled from below.” So says the grand tome of the Hammer Hands. Not content with proving their martial valor with axes and hammers the members of Torag’s Anvils choose to fight barehanded and with bodies wrought as of iron. An oddity among their kind to be sure as choosing such a path is most certainly not within the traditions of dwarven society, they none the less are highly respected on the field of battle for their ability to handle massive creatures many times their size. Seeing their calling as nothing more than the ultimate extension of dwarven mathematics the members of this society are often quite intelligent applying mathematical principles to topple giants and dragons as other dwarfs would a quarry wall. Training their minds to resist the waves of magic so often employed by evil things of the deep Anvils are often seen wading through magician’s treacheries to restrain the fiend for others to dispatch. While most dwarves do not envy their training, they are honored by their presence on any battlefield.
Thornson Ironfingers is one such Anvil. Ranking well up the chain of authority within his guild, Ironfingers has ventured out of the mountains on word giants were massing in the area. Tasked with verifying this rumor Thornson gathered his meager belongings and prepared his mind and body for a welcomed challenge. Knowing some long time friends to be operating in the area made him all the more eager to be on the road at once. Bidding his clan farewell with promises of war trophies should the rumors be true, Thornson took up a steady gait and a toothy grin. While little is known of their training, a massive cavern which serves as their guildhall entrance is filled almost completely with the teeth of one massive creature or another and adorned with the name of the dwarf who is said to have knocked free from the previous owner’s mouth with a powerful blow of one his steely limbs. Soon his hands would again find their most desired use after far too long at rest.
Appearance and Personality
Stout by even dwarven standards, Ironfingers looks like he was chiseled from a slab of thick granite being nearly a perfect rectangle in build. An extremely dense musculature leaves little doubt to the power within and abilities often attributed to members of his guild. Other than his black knuckles, another testament to the body hardening he has undertaken, Ironfingers resembles most other dwarves in visage and demeanor. Though it is immediately obvious to anyone remotely acquainted with dwarves he is not of the typical breed due to the lack of armor and requisite axe or hammer. To some this cause for concern and has at times resulted in a rather cold shoulder from the uninitiated. Warm as the forge and rather outgoing for a dwarf, Thornson often changes these attitudes fairly quickly.
Sable Eboncrow |
Level 8:
Ability Score- Int +1 (19)
BAB +1, Will +1
Hit Points: 1d6 - 1 ⇒ (1) - 1 = 0 So... 1?
Hex: Evil Eye
Spells: spectral hand, summon nature's ally iv (patron), fleshworm infestation
Skills: Acrobatics +1, Fly +1, Heal +1, Knowledge (nature) +1, Perception +1, Spellcraft +1,