Quinn

Gnitt Enohp's page

26 posts. Alias of scranford.


RSS


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt was fun while he lasted. See you around the boards :-)


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt's celestial friend, lunges at the creature despite it's terrible taste.

1d20 + 7 ⇒ (12) + 7 = 19 Bite*
1d8 + 6 ⇒ (3) + 6 = 9 Teeth

1d20 + 2 ⇒ (7) + 2 = 9 Tail Slap
1d12 + 3 ⇒ (6) + 3 = 9 Scaly Whip

If bite is successful:

1d20 + 13 ⇒ (18) + 13 = 31
1d8 + 9 ⇒ (1) + 9 = 10 Death roll tearing and rending

Also, grappled and tripped if that matters

"Sick him Fido... sick him! The twin Gnitt's snarl


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitts move outside to get a better eye on things, as his holy crocodile begins it's assault on the enemy. (Copy Cat and move outside. Two Gnitts now).

Celestial Croc

1d20 + 7 ⇒ (7) + 7 = 14 Bite
1d8 + 6 ⇒ (5) + 6 = 11 Teeth

And I'm going to spend a Bit-o-luck on that attack roll.

1d20 + 7 ⇒ (5) + 7 = 12 Bite o luck

1d20 + 2 ⇒ (18) + 2 = 20 Tail Slap
1d12 + 3 ⇒ (7) + 3 = 10 Leathery whip

If bite successful
1d20 + 13 ⇒ (18) + 13 = 31 Death Roll Grapple
1d8 + 9 ⇒ (4) + 9 = 13 Turbo roll & Trip if applicable (NOTE: up to large creature can be death rolled).

"Sick em! Sick em"!


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

What's the deal with the old Celestial Croc?


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

I'll be on a week long business trip, but should still be able to post from the hotel. Don't let me hold things up if not however, and feel free to DMPC my character.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt's eyes widen with surprise at the appearance of the unwelcome appendage. He takes a step back into the ramshackle hut and eyes the area outside the hut for a moment, before drawing forth his Holy symbol and speaking the words of a prayer.

Well that was unexpected

Cast Summon Monster III so that a Celestial Crocodile appears behind the attacking creature.

Croc

Spoiler:

Crocodile CR 2
XP --
N Large celestial/fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 [28] (3d8+9) [3d8+15]
Fort +6 [+8], Ref +4, Will +2
SR 7
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite +5 [+7] (1d8+4 [1d8+6] plus grab) and tail slap +0 [+2] (1d12+2) [1d12+3]
Special Attack death roll (1d8+6 [1d8+9] plus trip), Smite evil/good
STATISTICS
Str 19 [23], Dex 12, Con 17 [21], Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 [+9] (+11 [+13] grapple); CMD 18 [20] (22 [24] vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [+14]; Racial Modifiers +8 on Stealth in water
SQ hold breath
SPECIAL ABILITIES
Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds (68) [84] equal to 4 times its Constitution score before it risks drowning.

Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Smite evil/good

1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt steps in behind Fiterri to lend a supporting hand.

"I'll be here with healing, and support if things turn south brave one".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7
Tania Teg wrote:
Tania again nods, then looks at the fortune-teller. "Perhaps we could also ask the spirits..?" she asks with an uncertain voice, certainly not wanting to be the one exposed to the darkest of entities!

"Well there is that".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"We need more information than we have now. Maybe talking to one of the old guards might help. Wouldn't hurt to consult with a city sage if anybody knows one. Might be a history of this going back further that the two we know about".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Well that might take some time. Here is something to help keep you occupied while we read these papers".

Gnitt uncaps the bottle and takes a swig, his eyes widening at the bite, then coughing a bit under his breath, he smiles and looks at the lable again. His voice is a bit horse as he hands the bottle to the Soothsayer.

"Ah this is delicious. I'm sure you'll find it pleasurable".
Gnitt presents the bottle to her lable sided up... all proper like.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Indeed wise one. Search your memories, as this could be very important". Gnitt lets the bottle of fine spirits be easily seen.

1d20 + 13 ⇒ (5) + 13 = 18 Enhanced Diplomacy
1d20 + 13 ⇒ (11) + 13 = 24 ED - Bit of Luck.

Treating this as a standard diplomacy roll as not sure if she's law abiding or not. Adjust as required :-)


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

1d20 + 11 ⇒ (3) + 11 = 14 Sense Motive

Gnitt steps into the doorway, but stops at the threshold as the small room grows more crowded. He's never been comfortable around soothsayers, and this one in particular intimidates him a bit. As Tania rushes away, Gnitt slows her down, with a quick hiss.

"Sometimes young lady when one sees their desire nearby they are more willing to share their insight just before the reward is dispensed. Let's get two bottles, and give her one, but let her see that another's available if she continues to talk truthfully and fruitfully".

Gnitt accompanies her, and purshases a bottle as well, perhaps of a better vintage (Whatever 3-GP will afford him).


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt makes the walk to and through the Skew his mind miles away. He knows these streets, and knows how many of his charges come from here, and how many escape to this places winding ways, so he's not particularly distracted by it's smells, sights, and sounds. His body and mind spontaneously adjusting to the fresh challenges.

"Well we've come this far, no need to turn back now. Did anyone spot a nearby sewer entrance... just in case"?

Gnitt walks to the door, and listens for a bit before knocking.

1d20 + 3 ⇒ (17) + 3 = 20 Perception


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Well we have to visit all three, and the last two incidents were many years apart, so hopefully we're not on too tight a deadline. I'm good with either plan... if we do decide on the sewers today, I'd just as soon not actually end up tramping through the sludge. Has anybody been down there and seen what it's like. If not maybe we could ask around"?


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"I concur Lucetta. It seems we must head below into the underbelly of this city to find the truth of this situation. We still need to see if we can find someone from the watch with memories that stretch back to the original incident, but it couldn't hurt to get a quick overview of what challenges await us".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"I would think that if you wanted to smuggle children there would be easier ways than one at a time in that cart. Once again to summarize where we stand... A small hand print in blood to match the footprint in Old Bills place. A master key to the undergates of the city, Some blue powder, which perhaps we could take to an alchemist to identify, A flyer for some sort of medium... real or Charlatan, and our as yet unexplored avenue of interviewing a guard from long ago". He raises his eyebrows and looks at the others.

1d20 + 5 ⇒ (13) + 5 = 18 Knowledge: History (To determine if as a keeper of an Orphanage he knows of any rumors about a child napping ring)

"Does anyone remember seeing a sewer opening close to Old Bills house? Perhaps we should go check out this Fortune Tellers location, pausing to see if there is also an entrance to the sewers there. If these clues play out we'll need a guide or a reliable map to the sewers, and at least a couple of us should take the blue powder out for identification".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Strange indeed. And would you be kind enough to show me the bench you made from the remains"?


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Please. This could be important. Did your father perchance keep good records? If so perhaps you would be kind enough to let us review the records from that time period, to see if anything stands out to us. Don't see how that could be of any harm..".

1d20 + 11 ⇒ (14) + 11 = 25 Diplomacy (+9, +2 for Enhanced Diplomacy)

1d20 + 11 ⇒ (13) + 11 = 24 Diplomacy (Bit of Luck 2/6)

I'll be on a business trip this week, so posting may be spotty. Feel free to DMPC my character to help move things along.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

And Gnitt heads in the opposite direction. "Let's meet back in the Queens Own around mid day to compare our notes, and perhaps inquire if the owners of the establishment might either know something, or recommend who we might speak with. Then we can go to the gear place and try to find something there this afternoon. After that we'll come back to the tavern for hopefully more information".

"Let's split up into two groups for questioning. I'll take a group and head North, and another group can head south".

1d20 + 11 ⇒ (14) + 11 = 25 Diplomacy (To gather information. +2 if its a criminal contact, -2 if law abiding citizen, straight if somewhere in between).


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

"Good question Maybe the geezer wasn't himself in more ways than one. We'll have to ask around to some of these old clients on the receipts, and see if he continued to do work for them".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt watches and thinks as more and more evidence is overturned.

"So to summarize we have the following to go on. One, there was a similar case twenty years ago. I believe we need to go to this Queen's Own bar and find some old timer who might have some information on the first crime.

Then continuing in his monotone manner..."The second unresolved piece of evidence is the gear that was never returned. That would require a visit to this Grindylow's Gears to see what shakes out there".

"A third and here-to option is to talk to some neighbors and see if they heard or saw anything...maybe even some known street people. Should we split up for these duties, or go as a group. There is safety in numbers, but we could be a bit intimidating as a group".


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

1d20 + 3 ⇒ (6) + 3 = 9 Perception

Gnitt enters the room with the others, however his eyes are not as sharp as they used to be, and he doesn't notice the footprint till it is pointed out.

He gives a bit of a chuckle at Fiterri's quip.

"Probably. There are most nights, but there is always another candidate for a cold bed".

He then moves to the corpse to investigate it carefully. He want's to try and determine what might have been the killing wound, if ideed it was the weapons that caused the death. He also looks at the shatterd glass for any other blood stains, that might have happened when something "Barefooted" walked through the glass.

1d20 + 7 ⇒ (15) + 7 = 22 Heal Check

1d20 + 7 ⇒ (11) + 7 = 18 Bit of Luck 1 of 6


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt is more of the healing, diplomacy, support member of the group. When forced into combat he typically tends to use his crossbow to attack from a distance, and relies on his heavy armor and shield for protection.

Lucretta - Perhaps unknown to her. Gnitt is the person who placed her long ago with her patron.

Tania - Perhaps you were a little troublemaker who served in the orphanage once or twice but kept escaping, so Gnitt let you be when he saw you were cared for. Might explain your dislike for Gnitt.

NOTE: I have made Gnitt a bit older, so he could have some different connections to all the other characters. Perhaps he is starting to question the validity of his place in life, and is eager to look elsewhere for satisfaction. Especially since his adopted daughter Gwinn seems to be much better at running things than he is.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

I think the selling bread to the orphanage angle is good. Perhaps they have a few drinks together from time to time as well. And Gnitt has been known to pay off the theft from the bakery from some of his orphans before.

Joseph Bakerson wrote:

Fiterri - I think I would readily help to try and disguise the provenance of certain items of doubtful origin. Also, if you ever possibly acted as a fence, my frequent sailing trips might provide an opportunity to get rid of certain small high value items that are too hot to stay in the city.

Tania - it seems likely the Golden Dice is the sort of place I would have frequented. Perhaps Jared and I were friends, and I even helped you hunt down a couple of thugs you were having trouble locating?

Lucetta - perhaps we've encountered each other roaming the streets at night on our respective errands? And while not exactly friends, we also know we're not exactly working at cross purposes.

Gnitt - perhaps we've known each other as acquaintances for years, as my family sells discounted bread to the orphanage?

As for combat, I'm pretty much planning to prioritize attacking no armored, light armored, medium armored, and heavily armored opponents in that order. The idea being that I can move anywhere, through and past enemies to get to my target, and that the most dangerous spell casters usually follow that priority of armoring. So Fiterri might be more of a primary front liner than you think, as I'll hopefully be behind their line. It'll be interesting to see if this actually works out like I hope, because 5th is the level at which, in theory, I can get sneak attack damage every round without help. I will be doing A LOT of acrobatics checks every combat, that's for sure.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

I would like to see this be a "friendly rivalry". Perhaps they compete for "new" recruits, but when one doesn't work out they send them to each other. Gnitt is not evil, he just makes the best of a bad situation, and always...always follows the rules. Most of the children that toil for Gnitt, not only learn a life skill, they still have a warm bed and sometimes full belly which is not true of many other options.

Fiterri Finch wrote:

Tania - your background mentioned the Golden Dice burning down, but what was the shop that still remains? Just trying to look how Fiterri might know everyone.

I can see Lucretta and her shop and probably visiting it on occasion for water-borne infection remedies and occasional advice on alchemical properties of certain items he has acquired. Gnitt with his orphange/sweatshop I can see a constant but sadly friendly struggle over control of children as a resource (somehow I picture old men competing over their pigeon flocks from neighboring rooftops). I will need Gnitt's input on this to determine the strength of the rivalry, as I can see bitter rivals called on to work together as fun as well.

With Joseph, I could image the need for a legit-looking provenance for certain items if that is the kind of forgery he would be in to? Otherwise I guess just knowing you through work with the police on occasion.

And looking more thoroughly through everyone's character sheets, I see that I am indeed not a primary combatant for this group. That is cool and works more with the concept in my head. But he will be a ready and willing flank buddy to Joseph and Lucretta while using his Enlarge ability. That should also work with Tania and her longspear and bag of martial tricks. Also Gnitt with his Summoning spell list. Lots of flanks to go around.


Male Human / AC-19/11/18, HP-33/33, INIT +1, SPD 20, PER +3 Cleric of Sefagreth, BAB+3, CMB +3, CMD 14, F+5, R+2, W+7

Gnitt had only been asleep for a couple of hours when his secretary Hetta took to banging on his door. He opened it with a sleepy scowl, garbed only in his night shirt. "Someone had better have died, or broken into the coffers to forgive this intrusion".

Hetta handed him the summons, then quickly scampered away so as not to draw too much of his ire. With a sigh Gnitt pockets the missive, and begins to gather his adventuring gear. Well I guess I can sleep when I'm dead.

He quickly downs an extra strong cup of Kava, then hastens to the area relieved to see some familiar and known competent faces gathered at the crime scene. Except for the dark circles under his eyes he is excited to do something besides balance accounts, and discipline unruly orphans.

"Greetings Tania. Hope this summons didn't pull you away from anything... important".

"Shall we step inside and see what we can determine"?