Togomor

Chief Sull 0172's page

18 posts. Alias of JasonX.


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"Thank you for the information and the brooch. Here, take this." He hands you a morningstar. "I only ask that you put it to good use against those demon collaborators."

It is a +1 morningstar.


"Thank you for the information and the brooch. Here, take this." He hands you a morningstar. "I only ask that you put it to good use against those demon collaborators."

It is a +1 morningstar.


"Thank you for the information and the brooch. Here, take this." He hands you a morningstar. "I only ask that you put it to good use against those demon collaborators."

It is a +1 morningstar.


Sorry, Xantrius, missed you doing that. I'll retcon some then so we can get going.

Chief Sull gives the jewelry a cursory glance.
"You can trade that stu..... "
He stops and looks closer at one item, the bat brooch, his one good eye goes misty.
"Where did you find that?" As he points it out.
That belonged to my son. He left a couple of weeks ago after an argument with me. Do you have any news of him?" He asks expectantly.


You arrive at his residence again and are given audience right away.
"How are your preparations going? Is there something I can help you with?"
Chief Sull, seeing the brooch, his one good eye gets a bit misty.
"Where did you find it? It belongs to my son. We had an argument and he left a few weeks ago. It is his."


"Do you mind if I keep it? I have so little of his left."


Chief Sull, seeing the brooch, his one good eye gets a bit misty.
"Where did you find it? It belongs to my son. We had an argument and he left a few weeks ago. It is his."


"Unfortunately, their village sits astride the exit to the surface. You can try to go through quickly, but then they will still be a force to contend with and an ally to the demonic forces in your rear."


"Yes, I can direct you to the way back up. Unfortunately the way is through a village of others like us, but who have given themselves over to the demons. The men you spoke of have been working with them and in recent weeks have especially active. I guess now we know why." Chief Sull responds.
"You are welcome to rest here as long as needed. There are merchants here who will be more than happy to exchange goods with you."


"Yes, I can direct you to the way back up. Unfortunately the way is through a village of others like us, but who have given themselves over to the demons. The men you spoke of have been working with them and in recent weeks have especially active. I guess now we know why." Chief Sull responds.
"You are welcome to rest here as long as needed. There are merchants here who will be more than happy to exchange goods with you."


"Yes, I can direct you to the way back up. Unfortunately the way is through a village of others like us, but who have given themselves over to the demons. The men you spoke of have been working with them and in recent weeks have especially active. I guess now we know why." Chief Sull responds.
"You are welcome to rest here as long as needed. There are merchants here who will be more than happy to exchange goods with you."


"The dragon of Kenabres is slain!?" Chief Sull says with a horrified gasp.
"And the wardstone is destroyed. What a catastrophe."

He looks quite concerened.
"My kind may be outcasts and freaks in the eyes of uplanders like yourselves, but our ancestors helped drive back the demons in the First Crusade. I want the demons defeated as much as anyone who lives above."
He looks at each of you.
"If you are willing, please bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city from the demon hordes. Tell them that we are ready to assault from beneath when they call!"


"The dragon of Kenabres is slain!?" Chief Sull says with a horrified gasp.
"How fares the city then? What of the wardstone?"

He looks quite concerened.
"My kind may be outcasts and freaks in the eyes of uplanders like yourselves, but our ancestors helped drive back the demons in the First Crusade. I want the demons defeated as much as anyone who lives above."
He looks at each of you.
"If you are willing, please bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city from the demon hordes. Tell them that we are ready to assault from beneath when they call!"


"How did you come to be here? There were many disturbances lately and earthquakes. Do you know why?" The chief asks you.


Inside you meet chief Sull. He is an intimidating and frightful presence. A huge, bloated and unpleasant looking person. One of his eyes is larger than the other and clouded white. However, when he speaks his voice is at odds with his appearance and he comes across as mild mannered.

"Welcome to Neathholm. We do not often get surfacers here. Please, tell me your story. I am told that Crel's survival is because of your aid. For that I thank you."


"The dragon of Kenabres is slain!?" Chief Sull says with a horrified gasp.
"And the wardstone is destroyed. What a catastrophe."

He looks quite concerened.
"My kind may be outcasts and freaks in the eyes of uplanders like yourselves, but our ancestors helped drive back the demons in the First Crusade. I want the demons defeated as much as anyone who lives above."
He looks at each of you.
"If you are willing, please bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city from the demon hordes. Tell them that we are ready to assault from beneath when they call!"


The boats and rafts easily support you and Lann and his companions row over with you. At the shore you are met be a contingent of guards and they escort you to the largest building atop the island’s low central peak. This is the home of chief Sull and you are let in after a short period after the chief speaks with Lann.

Inside you meet chief Sull. He is an intimidating and frightful presence. A huge, bloated and unpleasant looking person. One of his eyes is larger than the other and clouded white. However, when he speaks his voice is at odds with his appearance and he comes across as mild mannered.

"Welcome to Neathholm. We do not often get surfacers here. Please, tell me your story. I am told that Crel's survival is because of your aid. For that I thank you."


The boats and rafts easily support you and Lann and his companions row over with you. At the shore you are met be a contingent of guards and they escort you to the largest building atop the island’s low central peak. This is the home of chief Sull and you are let in after a short period after the chief speaks with Lann.

Inside you meet chief Sull. He is an intimidating and frightful presence. A huge, bloated and unpleasant looking person. One of his eyes is larger than the other and clouded white. However, when he speaks his voice is at odds with his appearance and he comes across as mild mannered.

"Welcome to Neathholm. We do not often get surfacers here. Please, tell me your story. I am told that Crel's survival is because of your aid. For that I thank you."

Full Name

Lady Eleanor Lebeda

Race

Human

Classes/Levels

Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Gender

Female

Size

Medium

Age

18

Alignment

CN

Deity

Gorum (not observant)

Location

Brevoy

Languages

Abyssal, Hallit, Osiriani, Taldane, Tien

Strength 13
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 7
Charisma 7

About Ella Quickblade

Appearance:
Eleanor wears a good deal of powder and paint on both her face and hair, an affectation to conceal scars from both blade practice and childhood disease. Once she's been fighting it lightly speckles the doublet of her impeccably fashionable outfit, which otherwise fits snugly to avoid hindering her graceful movements.

Defense:
HP 28
AC 18 (+4 armor, +4 Dex)
CMD 17 (+2 BAB, +1 Str, +4 Dex)

Fort +3 (+2 Con, +1 Res)
Ref +10 (+5 Base, +4 Dex, +1 Res)
Will +2 (+3 Base, -2 Wis, +1 Res)

Offense:
Speed 30'
Initiative +4
BAB +2
CMB +3/6

Rapier +8 1d6+5 18-20/x2
Power Attack Rapier +7 d6+7 18-20
Sling +6 1d4

Skills:
Acrobatics +7 (2 ranks +4 Dex +3 misc -2 ACP)
Bluff +10/+5 (3 ranks +3 Int/-2 Cha +3 misc, +1 trait) (Cha to feint in combat)
Craft (Alchemy) +7 (1 rank +3 Int +3 misc)
Diplomacy +10 (3 ranks +3 Int +3 misc, +1 trait)
Disable Device +7 (2 ranks +4 Dex +3 misc -2 ACP)
Knowledge (Arcana) +7+d6 (1 rank +3 Int +3 misc)
Knowledge (Dungeoneering) +7+d6 (1 rank +3 Int +3 misc)
Knowledge (Geography) +7+d6 (1 rank +3 Int +3 misc)
Knowledge (Local) +8+d6 (2 ranks +3 Int +3 misc)
Knowledge (Nature) +7+d6 (1 rank +3 Int +3 misc)
Knowledge (Nobility) +7+d6 (1 rank +3 Int +3 misc)
Knowledge (Planes) +7+d6 (1 rank, +3 Int, +3 misc)
Knowledge (Religion) +7+d6 (1 rank +3 Int +3 misc)
Perception +9 (3 ranks +3 Int +3 misc)
Sense Motive +10 (3 ranks +3 Int +3 misc, +1 trait)
Use Magic Device +8 (2 ranks +3 Int +3 misc)

ACP -2

Special Abilities:
Favored Class: Investigator +2 hp

Bonus Feat: Ella gained one extra feat at 1st level.

Skilled: Ella gains an additional skill rank at first level and one additional rank whenever she gains a level.

Inspired Panache: More than just a lightly armored warrior, Ella Swiftblade is a daring combatant. She fights with panache: a fluctuating measure of her ability to perform amazing actions in combat. At the start of each day, Ella gains a number of panache points equal to her Charisma modifier (minimum 1) and her Intelligence modifier (4). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1). Ella spends panache to accomplish deeds (see below), and regains panache in the following way:

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time Ella confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level (0) doesn’t restore panache.

Inspired Finesse: Ella Quickblade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Alchemy: Ella is highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, Ella gains a competence bonus equal to her class level on the skill check. In addition, she can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to attempt such a check.

Ella may know any number of formulae. She stores her formulae in a special tome called a formula book. She must refer to this book whenever she prepares an extract. She starts with two 1st-level formulae of her choice, plus a number of additional formulae equal to her Intelligence modifier. At each new investigator level, she gains one new formula for any level that she can create. Ella can also add formulae to her book just like a wizard adds spells to their spellbook, using the same costs, pages, and time requirements. Ella can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains.

Inspiration: Ella is beyond knowledgeable and skilled—she also possesses keen powers of observation and deduction that far surpass the abilities of others. She typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

Ella has the ability to augment skill checks and ability checks through her brilliant inspiration. She has an inspiration pool equal to 1/2 her investigator level + her Intelligence modifier (4). Her inspiration pool refreshes each day, typically after she gets a restful night’s sleep. As a free action, she can expend one use of inspiration from her pool to add 1d6 to the result of that check, including any on which she takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Ella can only use inspiration once per check or roll. She can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided she’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from Ella’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: Ella adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). She can use Disable Device to disarm magical traps.

Ceaseless Observation Ella’s ability to notice the minutiae of almost everything that happens around her allows her to make shrewd and insightful calculations about people and even inanimate objects. Ella can use her Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. She can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Deeds:
Ella Quickblade can use panache points to accomplish the following deeds:

Derring-Do: Ella can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 4).

Dodging Panache: When an opponent attempts a melee attack against Ella, she can as an immediate action spend 1 panache point to move 5 feet; doing so grants her a dodge bonus to AC equal to her Charisma modifier (minimum 0) (0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if she had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. Ella can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte: When an opponent makes a melee attack against Ella, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. She makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than her, she takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. Ella must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, Ella can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Extracts:
Longarm, Shield, ____

Formulae known:
Comprehend Languages, Cure Light Wounds, Disguise Self, Enlarge Person, Longarm, See Alignment, Shield

Feats:
Combat Reflexes: Ella Quickblade may make a number of additional attacks of opportunity per round equal to her Dexterity bonus (4). She may also make attacks of opportunity while flat-footed.

Weapon Focus (Rapier): Ella gains a +1 bonus on all attack rolls she makes using rapiers.

Weapon Finesse (Rapier Only): Ella is trained in using her agility in melee combat, as opposed to brute strength.

With an appropriately sized rapier, Ella may use her Dexterity modifier instead of her Strength modifier on attack rolls. If she carries a shield, its armor check penalty applies to her attack rolls.

Fencing Grace: Ella's dashing style and fluid rapier forms allow her to use agility rather than brute force to fell her foes.

When wielding an appropriately sized rapier one-handed and not carrying anything in her other hand, she can add her Dexterity modifier instead of her Strength modifier to that weapon’s damage.

In addition, she gains a +2 bonus to CMD against attempts to disarm Ella of her rapier while she has at least 1 panache point.

Power Attack: Ella can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Traits:
Fashionable: As a young blade in Brevoy, Ella learned the ins and outs of using fashion to improve her relations with others. So long as she is wearing clothing and jewelry worth more than 80 gp, she gains a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks.

Student of Philosophy: Too used to dealing with prickly nobles, Ella has learned to use logic and reason to persuade others. She can use her Intelligence modifier in place of her Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Equipment:
Chain Shirt, +1 Rapier, Sling, waterskin, a week's rations, bedroll, 2 flasks of acid, 3 torches, Iron Ring with inset Ruby, Wand of Cure Light Wounds (46 42), Cloak of Resistance +1

Inventory Tracking:
Current Gold: 1783 gp

Earned:
The Confirmation 480
The Wounded Wisp 430
The Consortium Compact 450
Murder's Mark 1398
Oathbreakers Die 1238
Horn of Aroden 1199

PURCHASED
Chain Shirt 100 gp
Masterwork Rapier 320 (1)
Wand of Cure Light Wounds 2PP (1)
Iron Ring with inset Ruby 80 (1)
Antitoxin 50 (1)
Alexandrite Gem with Heightened Continual Flame [3] 2PP (2)
Upgrade Rapier to +1 2000 (4)
Cloak of Resistance +1 (1000)

SOLD

Prestige and Boons:
Prestige: 10/14
Boons:
Practiced Diplomat: When Ella rolls Bluff, she always receives a result of at least 15.

Advocate: When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of Ella's reputation reduces the final cost by 1.

Confirmed Field Agent: Having successfully completed and documented her Confirmation, Marcos Farabellus has formally recognized Ella as a field agent and given her a Wayfinder engraved with her name and the date of her graduation. She may acquire this Wayfinder for 1 PP, and she reduces the cost of any wayfinder enhancement vanities she purchases to modify it by 1 PP.

Explore, Report, Cooperate (x2): Ella has an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, she may consider whether a particular action she names would help realize the goals of the Pathfinder Society. The GM then informs her whether the action's impact would be positive, negative, or negligible as it pertains to the secondary success condition(s) of the current scenario. This boon may only be used once.

Friend of Janira Gavix: The field agent who oversaw her Confirmation is appreciative of Ella's bravery and camaraderie in the face of danger. She helps Ella perform research, granting her a +1 bonus on Knowledge checks attempted while she is at the Grand Lodge.

Prized Find: Ella was instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If she would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, she may use this boon to remind her superiors of her past breakthroughs and earn the 1 Prestige Point as if she had successfully fulfilled the condition.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with Ella. She gains a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. She can give up this boon to take 20 on a single such check.

Lord Avid's Recommendation: Lord Avid is impressed that Ella managed to complete her mission without using his writ, and he speaks highly of her discretion. She gains a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. She can use up this boon to lean heavily on her connection to Lord Avid. If she does so, the circumstance bonus on one such check increases to +4 and she can apply it while interacting with anyone on the Isle of Kortos.

Masterful Performance: As a reward for exonerating the Umbra Carnival, Amara Delisen taught Ella a few tricks of stage presence and misdirection. She may once use one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast.

Clockwork Spy: Ella recovered a broken clockwork creation, but without extensive repairs it will never function again. She may spend 50 gp to attempt to repair the construct. If she then succeeds at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition, after which it follows her simple commands. She may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. She may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter.

Prospective Poisoner: Ella earned the respect of Pemak, a member of the Daggermark's Poisoner's Guild. She welcomed Ella to join the Poisoner's Guild or to suggest candidates to join the organization. All of my characters gain access to the Daggermark Poisoner Prestige Class.

Timinic's Trinkets: It took some convincing, but Ella persuaded TIminic not to leave the Pathfinder Society, and he's determined to help reestablish the Dryblade Lodge in Daggermark. He has procured some useful tools for prospective recruits, and has offered these items to Ella as well. She can purchase traveler's any tools, sleeves of many garments, or any wondrous items from the CRB of 250gp or less for 1 PP

Horn of Aroden: Ella recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound


Chronicles:
182453-10
XP 8

Scenarios: The Confirmation (5-08), The Wounded Wisp (6-10), The Consortium Compact (7-10), Murder's Mark, Oathbreaker's Die, The Horn of Aroden (5-19)