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About Androk JeggareDescription
With tiefling blood strong in the Jeggares, they have always held an understated approach to fashion: clothing has always been an accent to their blood, form, and power, and not something to distract from the so-called 'quiet power' that the Jeggare name carried. Still, if it becomes necessary he will adopt a disguise, aiming for those who would normally be ignored by those in power -- the servant, the assistant gardener, the undercook, the out-of-the-way guard. He will typically use physical disguises if there is time to plan ahead, but is not adverse to taking advantage of magic items or alchemical concoctions to speed things up. In public, Androk plays to the idea of him as being a 'reliable old man', particularly playing to his reputation as being an undoubtedly (if not specifically useful) trustworthy individual. He has often establishes business ventures, but just as often 'does something foolish', losing a venture to his partner or some such thing, only to start another one with the pennies he's got left. Public perception is that he just wants to get by, but that he's never going to be the one to carry the flame of liberty -- in part because of the image he cultivates that he's just barely scraping by. Part of the reason for that is, of course, the Haven, an orphanage where the children -- mostly tieflings -- work as staff for their own well-being; the place is put to a mish-mash of uses, with the most well-known being as a restaurant (not, alas, a tavern as of yet), infirmary, laundry, and 'instructorium'. While the older (8yo+) children do much of the simple work of washing clothes, cooking and serving simple food, the woman in charge, a tielfling named Margaret Ash-Eyes, also acts as a de facto healer and midwife. As well, Androk uses the classroom -- 'instructorium' -- to invite in local craft-masters or their journeymen to give instruction in their craft for a week, and to have the children do some basic scut-work for them in the off-chance that one of the children might discover a love of their craft. Thus, while Androk might be considered a general busybody and low-echelon do-gooder, he isn't generally thought of as a threat to society. Which is just the way he wants it. Technicals:
* -- Free +1d6 to roll from Investigator talents. Other skills and rolls can gain +1d6 by spending Inspiration (see inspiration ability). P -- +1d6 to roll if Panache is spent. Androk, 'Count Jeggare', Nobleman
Fort +5, Ref +12, Will +9 (+4 save vs. illusion and disbelievable effects, +1 vs. mind-affecting effects) Defensive Abilities aristocratic discipline +1, evasion, improved uncanny dodge, nimble +1
Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), panache (7), studied combat (+4, 6 rounds), studied strike +3d6 Investigator (Conspirator, Empiricist) Extracts Prepared (CL 8th; concentration +14)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Fiend Sight, Fiend Sight, Grasping Tail, Power Attack, Quick Draw, Safe House, Sense Assumptions, Sense Loyalties, Street Smarts, Veiled Contempt
Skills Acrobatics +11 (+1d6P), Bluff +14 (+4 to appear innocent, +1 to surprise a foe, +1d6* +1d6P), Climb +8 (+1d6P), Diplomacy +14 (+4 to gather information (Int instead of CHA), +1d6* +1d6P), Disable Device +15 (+1d6*), Disguise +22 (+1d6*), Escape Artist +11 (+1d6P), Fly +4 (+1d6P [sub]UnT[/sub])Heal +11 (+1 circumstance item vs. wounds/deadly wounds, +1d6*), Intimidate +12 (+1d6* +1d6P), Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (local) +19 (+4 competence ring), Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +17 (+2 vs. magical 'spy' effects, surprise round checks, +1d6*), Ride +10 (+1d6P), Sense Motive +22 (+4 competence ring, +1 to avoid surprise, +2 to counter feint, +1d6* +1d6P), Spellcraft +10, Stealth +17, Survival +5, Swim +7 (+1d6P), Use Magic Device +10 Racial Modifiers +2 Bluff, +2 Stealth
Background Skills Appraise +10, Artistry (criticism) +10, Artistry (musical composition) +11, Artistry (philosophy) +13, Craft (alchemy) +17 (+8 to create, +2 tools), Craft (all) +6, Craft (traps) +10 (+2 tools), Handle Animal +5, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (nobility) +14 (+16 pertaining to the Final Blades,), Linguistics +12, Perform (act) +5, Perform (comedy) +5, Perform (oratory) +5, Perform (sing) +5, Perform (string instruments) +6, Profession (barrister) +5 (+1d6*), Profession (beekeeper) +8 (+2 tools, +1d6*), Sleight of Hand +11 (+4 to hide light/1H P weap, +2 to oppose Per. check of observe/frisk for forearm sheath, +1d6*) Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Hallit, Infernal, Lip-reading, Sakvroth
The Haven (safe house beneath The Plunging Blade and environs), containing:
Inspiration
Inspiration and Panache
Panache Deeds (must have 1 panache in pool)
Frantically Nimble Dare When at 0 Panache, +2 dodge bonus to AC; regain 1 panache when attacks miss 3 consecutive times. Tiefling
Skills
Defenses
Trait Bonus
Fields:
Spoiler:
Race: Ini +6 (+7 vs. bluff/sense motive); AC 23/16/18, CMD 23/25 Agi, +5 / +12 / 9*, evasion, cold/ele/fire 5; ad. rapier +12/+7 (1d6+5/18-20 +4 Precision, studied combat +4/6 rnd); CMB +15 (+2 agi); HP 64/64, panache 7/7, Class: inspiration 10/10 (+1d6); [ooc]darkvision 120 ft., low-light vision, see in darkness, watcher sense +2; PER +17 (+1d6*)(+2 vs. magic sensor, act on surprise round) Gender: N(G) male tiefling investigator (conspirator, empiricist) 8 // unchained rogue (phantom thief) 4 / swashbuckler (inspired blade, noble fencer, veiled blade) 4 (Eritrice, Cayden Cailean) Council and Personal Timeline:
Androk's birth: 4651. Age 16 -- 4667: First Revolutionary Council (4667-4672) Age 21 -- 4672: Rane Council (4672-4673) Age 22 -- 4673: Galtan Unity Council (4673-4678) Age 27 -- 4678: Golden Council (4678-4684) Age 33 -- 4684: Cailean Council (4684-4686) Age 35 -- 4686: Council of Perfection (4686-4687) Age 36 -- 4688: Common Council (4688-4689) Age 37 -- 4692: Galtcreed Pact (4692-4698) Age 43 -- 4698: Eye of Law (4698-4699) Age 44 -- 4699: Imperial Council (4699-4701) Age 46 -- 4701: Council of Enlightenment (4701-4705) Age 50 -- 4705: Cabinet of Skulls (4705-4709) Age 54 -- 4709: The New Revolutionary Council (4709-Current) Age 64 -- 4719: Current day (4719) ------------------------------------------------------------ The Bathing Bees:
Buildings The Bathing Bees (and Staff) Create: Goods 36, Influence 4, Labor 32 (1480 gp) Rooms: 4 buildings, each 1 Bath, 1 Lavatory, 1 Sauna Size: 4 buildings, each 15 squares Associated Group: The Staff of the Bathing Bees Manager: Viktor Vasko (Warden) The Staff of the Bathing Bees
Expenses: 2 gp/day
Notes: The Bathing Bees is actually a chain of bath-houses, 'BB' on the map, each consisting of 1 bath (6 squares), 1 lavatory (4 squares), and 1 sauna (5 squares), for a total of 15 squares. Secured on the roof of each is what gives these bath-houses their name, a good-sized and sturdy beehive, the honey from which Androk collects and sells (by way of Gideon D) out of the store-front attached to the Haven orphanage. Each of the four locations is staffed by one set of lackeys and one guard. The staff is not all on duty every day; during four days of each week, only 3 of the staff are there, while on two there are four, and on one day all five are there. The guards rotate through each bathhouse on a complicated schedule, in which Viktor takes part (typically on the 3 busiest days per week); on other days he inspects the bath-houses and catches up on any other necessary things.
Viktor Vasko (Warden, Manager):
* -- Free +1d6 to roll from Investigator talents. Other skills and rolls can gain +1d6 by spending Inspiration (see inspiration ability). Viktor Vasko (Warden, Bathing Bees) CR –
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Darkvision (60 feet) You can see in the dark (black and white only).
While Mordecai and Viktor are both 'graduates' of the Haven orphanage, they have a past friendship that turned sour, into a somewhat unfriendly rivalry; Viktor has a bit of a bum knee (and sullen discontent) from the final 'disagreement' that has led to their separation, and Mordecai continues to deny uncomfortable feelings of guilt over the situation. When the two of them encounter each other, as they occasionally do every month or two, there is little said but much 'looked', and everyone around them feels the stress of the situation until one or the other leaves.
The Haven (Orphanage):
The Haven (Orphanage) Create: Goods 71, Influence 16, Labor 68, Magic 1 (3360 gp) Rooms: 1 Bedroom, 3 Bunks, 1 Classroom, 1 Common Room, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Sewer Access, 2 Storage, 1 Storefront Size: 200 squares Associated Group: The Unwanted Manager: Margaret Ash-Eyes (Steward) The Unwanted
Expenses: 2 gp/day
Notes: The Unwanted is the appellation given to the orphans currently living within the Haven orphanage; to a greater or lesser extent, these thirty 'youths' are put to work within the public-house-cum-orphanage, whether the strong and skilled in the back of the house (e.g. the laborers) or the more socially astute working with the customers (i.e. the cutpurses) directly, earning tips and listening for juicy gossip they can bring back to the sage Gideon D. and the tiefling female who runs the orphanage, Margaret Ash-Eyes. Tieflings predominate amongst the children, as they tend to be rejected by more mainstream, straight-laced organizations. While much of the Haven serves the public -- as a public house (with the common room and kitchen selling food and gathering-space), as a laundry and infirmary (caring for the health and cleanliness of their customers), and as a place to learn and create (putting the classroom to use) -- the rest (bunks, lavatory, storage, etc.) is private as living places for the Haven's inhabitants. It is well-known that Androk and Margaret share the bedroom, and likely the bed; the two have an ease with each other that usually only long-time familiarity brings. While Margaret (at least) is known to have lovers other than Androk, 'the Count' is at least tolerant of what the woman does when he's not around. Publically, Gideon D. (found in the Haven safe-house Conspiracy organization) works out of the little store-front -- little more than a set of shelves in front of which he sits behind a counter -- attached to the Haven orphanage, from which he sells sells the honey, comb, and wax stored in the next room. He also acts as a gossip-monger, reading letters for those who cannot read, writing letters for those who cannot write, collecting and dispensing the news of the day and neighborhood gossip, all the while listening for the occasional gem of critical information. He teaches the basics of reading and writing to the Unwanted, gaining from them the talk they've heard in the common-room. The little 'shop' is relatively popular, people often stopping by before or after they get something from the common room, often simply to chat, get advice, or exchange a juicy tidbit of news. (Though Gideon is a part of the Conspiracy organization, his earnings are tallied here.)
Margaret Ash-Eyes (Steward, Manager):
Margaret Ash-Eyes (Steward, the Orphanage) CR – Female tiefling expert 3 NG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 11, touch 10, flat-footed 11 (+1 armor) hp 18 (3d8) Fort +1, Ref +1, Will +4 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee brass knuckles +2 (1d3-1) or . . dagger +2 (1d4-1/19-20) or . . hanbo +2 (1d6-1) or . . unarmed strike +2 (1d3-1 nonlethal) Spell-Like Abilities (CL 3rd; concentration +3) . . At will—deathwatch -------------------- Statistics -------------------- Str 8, Dex 10, Con 10, Int 14, Wis 12, Cha 11 Base Atk +2.25; CMB +2; CMD 11 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Negotiator, Power Attack, Self-sufficient Skills Bluff +8, Diplomacy +8, Heal +9 (+12 to treat poison, +13 dealing with humanoid pregnancy or birth, +12 to treat common animals, but +1 to treat other creatures), Intimidate +6, Knowledge (local) +8, Perception +6, Perform (sing) +2, Profession (innkeeper) +6, Profession (midwife) +6, Sense Motive +9, Stealth +6, Survival +3; Racial Modifiers +2 Bluff, +2 Stealth Languages Common, Dwarven, Elven, Halfling SQ finesse weapon attack attribute, manifestation points, ability scores Combat Gear healer's kit; Other Gear reinforced tunic, brass knuckles[APG], dagger, hanbo, antidote kit[UE], boline, leeching kit[APG], midwife's kit[UE], surgeon's tools[UE], veterinarian's kit[UE], 555 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. -------------------- Greyish, flakey skin; grey dead-seeming eyes (deathwatch). Margaret ('Margo') Ash-Eyes is a seemingly beaten-down woman running the Haven. Beaten-down she is not; it's just the way her expression is. A 'graduate' of the Haven herself, she has become a quietly well-known midwife in her own right, and the infirmary is her especial domain, within which even Androk himself follows her orders. She is discontent with the way things are in Isarn and Galt in general, and at current though she does not know about the double life Androk and Gideon D lead and would not be likely to turn them in (at least initially), Androk knows she is not ready to learn about, or become a part of, the Conspiracy. ------------------------------------------------------------ The Haven (Safe House):
The Haven (Safe House) Create: Goods 43, Influence 5, Labor 37, Magic 3 (2050 gp) Rooms: 1 Alchemy Lab, 1 Book Repository (Knowledge [local]), 1 Dojo, 1 Lavatory, 1 Kitchen, 1 Office, 1 Sanctum, 1 War Room Size: 89 squares Associated Group: The Conspiracy Manager: Mordecai, 'The Black Cat' (Underboss) The Conspiracy
Expenses: 2 gp/day
Notes: This version of the Haven represents the developed, 'civilized' portion of the space claimed as a safe house by Androk, 'Count Jeggare'; at a mere 17,800 cubic feet of the 512,000 available to him, there is much that can still be built, though some of that space includes the 'secret passages' that the conspiracy has come through, passages that have yet to be entirely secured. Though at first glance virtually all of the building must be considered private, the actions of members of the associated organization cause much of its functionality to be put to use. While craftspeople (alchemists) work in the appropriate lab and some of the more militant spies train in the dojo, bureaucratic plants and the sage Gideon D. refer to and supplement the book repository. Of the rooms that could be productive, only the kitchen (which serves the aforementioned people as well as Androk, the beastbrood manager Mordecai 'The Black Cat', and the various teams and messengers that use the Haven as a central operations point) is truly private.
Mordecai 'Black Cat' Heller (Underboss, Manager):
Mordecai, 'Black Cat' Heller CR –
Male rakshasa-spawn tiefling bard (detective, studious librarian) 2/unchained rogue (consigliere) 1 NG Medium outsider (native) Init +1; Senses darkvision 60 ft., see in darkness; Perception +6 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 shield) hp 18 (3d8) Fort +1, Ref +4, Will +2; +4 bonus vs. illusion and to see through disguises and protections against divination Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +2 (1d4/19-20) or . . rapier +2 (1d6/18-20) or . . unarmed strike +2 (1d3 nonlethal) Special Attacks bardic performance 7 rounds/day (careful teamwork, countersong, fascinate [DC 12]), sneak attack (unchained) +1d6 Bard (Detective, Studious Librarian) Spells Known (CL 2nd; concentration +3) . . 1st (3/day)—alarm, cloak of secrets, cure light wounds, ears of the city . . 0 (at will)—detect magic, mage hand, mending, prestidigitation, scrivener's chant -------------------- Statistics -------------------- Str 10, Dex 12, Con 10, Int 13, Wis 8, Cha 12 Base Atk +2.25; CMB +3; CMD 13 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Persuasive, Power Attack, Scribe Scroll, Street Smarts[UI], Veiled Contempt Skills Appraise +5, Bluff +7, Diplomacy +9 (+10 to gather information), Disguise +3, Escape Artist +4, Intimidate +9, Knowledge (history) +5, Knowledge (local) +10, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +5, Perception +6, Perform (string instruments) +5, Profession (innkeeper) +3, Sense Motive +10, Sleight of Hand +4, Stealth +6, Use Magic Device +5; Racial Modifiers +2 Disguise, +2 Sense Motive Languages Abyssal, Common, Infernal, Sakvroth SQ arcane insight, eye for detail, finesse weapon attack attribute, prehensile tail[ARG] Other Gear lamellar cuirass[UC], buckler, dagger (2), rapier, 756 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Arcane Insight (Ex) +4 save vs. illusions, +4 caster level vs. disguise and divination protections. Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. See in Darkness See perfectly in darkness of any kind, including magical darkness. Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Street Smarts +2 bonus on Knowledge (local) and Sense Motive checks Veiled Contempt DC for Sense Motive checks on you is 20 + your Bluff ranks. -------------------- Feline-headed (and pelted) rakshasa-kin. A very necessary part of the Conspiracy, Mordecai is a critical part of Androk's information-gathering system. Like Androk, the Black Cat needs no light to move around the Haven safe-house, and keeps all elements of the Conspiracy moving with elegant precision. Though not 'Lawful', he desires things to go a certain way, prefers being clean to being messy, and can get unreasonably, even excessively, violent over ... untidiness and disorder. In the dark, his eyes 'glow fiendishly'. While Mordecai and Viktor are both 'graduates' of the Haven orphanage, they have a past friendship that turned sour, into a somewhat unfriendly rivalry; Viktor has a bit of a bum knee (and sullen discontent) from the final 'disagreement' that has led to their separation, and Mordecai continues to deny uncomfortable feelings of guilt over the situation. When the two of them encounter each other, as they occasionally do every month or two, there is little said but much 'looked', and everyone around them feels the stress of the situation until one or the other leaves. |