Eagle Knight

Iacobes Brambani's page

4 posts. Alias of chuffster.


About Iacobes Brambani

Background:
Iacobes grew up in an orphanage in the city of Port Ice. He always had almost preternaturally deft hands, allowing him to dominate many of the playground games. One day a visiting gentleman was impressed by witnessing as Iacobes intimidated a bully into running away by using a simple sleight of hand. He adopted Iacobes the next day.

Iacobes's adoptive father was Nicolas Brambani, a figure of some repute in the Brambani crime family, one of many subordinate families that worked on behalf of House Surtova. Iacobes was brought into the business of the family from a young age, running messages and acting as a lookout. As he grew up Nicolas saw in him the potential for something more and arranged for him to receive specialized training in unarmed combat.

Iacobes thrived under the tutelage of his master, but ultimately decided that the lifestyle of an ascetic was not for him. The experience did leave him with a preference for unarmed combat and a reluctance to take life unnecessarily, but Iacobes ultimately decided to return to the family to learn more about the family business rather than proceed on the path of enlightenment.

As time went by Iacobes proved himself a capable enforcer. When House Rogarvia's disappearance sent shockwaves through civil society, Iacobes kept his head and almost single-handedly maintained the stability of his local neighborhood. He was rewarded by being made a local boss in his own right, albeit over a small stretch of territory.

With the opening of the Stolen Lands the country could be facing another time of upheaval. The Brambani family wants a steady hand on the scene to at least provide them with an advanced notice of any shocks about to befall the country. They also want to get in on the ground floor should the Stolen Lands prove to be a rich addition to Brevoy.

Appearance and Personality:
Iacobes is tall and lean. His angular features are topped by a pair of bright blue eyes looking out from behind a short fringe of dark hair. While his eyes rest in a nest of smile lines, when he is angry his face has a way of going completely smooth and expressionless other than his piercing gaze.

Iacobes has a strong sense of right and wrong that is not perfectly aligned with Brevoy's legal code. He is quick to protect the defenseless but equally quick to slap down anything he sees as disrespectful behavior. For the most part he is cheerful and gregarious but those who have crossed him rarely forget the resulting fallout.

Iacobes looks down on bandits as little better than animals. He takes great pleasure in having been given the opportunity to rein in banditry and introduce a civilized brand of crime to the Stolen Lands.

Crunch:
Iacobes Brambani
Human (Taldan) monk (unchained) 2/rogue (unchained, thug) 5
LN Medium humanoid (human)
Init +8; Senses Perception +12
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Defense
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AC 22, touch 20, flat-footed 15 (+1 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural, +2 Wis)
hp 43 (7 HD; 5d8+2d10+7)
Fort +6, Ref +14, Will +5
Defensive Abilities evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee unarmed strike +12/+12 (1d6+6)
Ranged mwk crossbow +12 (1d8/19-20)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +3d6, stunning fist (3/day, DC 15)
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Statistics
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Str 8, Dex 22, Con 12, Int 10, Wis 14, Cha 12
Base Atk +5; CMB +4; CMD 23
Feats Combat Reflexes, Dazzling Display, Dodge, Enforcer[APG], Twist Away, Improved Unarmed Strike, Leadership, Sap Adept[UC], Sap Master[UC], Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Traits reactionary, issian
Skills Acrobatics +11, Appraise +4, Bluff +10, Climb +3, Diplomacy +16, Disable Device +15 (+11 to checks if more than five feet away from device), Disguise +8, Intimidate +14 (+16 to demoralize), Knowledge (dungeoneering) +4, Knowledge (local) +4, Perception +12, Ride +10, Sense Motive +10, Stealth +16, Swim +3, Use Magic Device +8; Racial Modifiers frightening
Languages Common
SQ brutal beating, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, weapon training), silver tongued
Combat Gear alchemical solvent[APG], alchemist's fire (5), alkali flask[APG] (5), gravelly tonic[ACG] (10), tanglefoot bag (3); Other Gear crossbow bolts (10), mwk crossbow, amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +1, circlet of persuasion, cloak of resistance +1, elixir of thundering voice[ACG] (2), handy haversack, hat of disguise, ring of protection +1, sleeves of many garments[UE], gambler's kit[UE], masterwork thieves' tools, masterwork tool, thieves' ring, thieves' tool extenders, common, 3,224 gp
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Special Abilities
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Brutal Beating (2 rds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for 2 rds.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you.
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.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Leadership (score 8) You attract loyal companions and devoted followers.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (3/day, DC 15) You can stun an opponent with an unarmed attack.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Cohort: Narses Brambani

Background:
Narses was a fat, rude child one year younger than Iacobes in the orphanage. He was a frequent target of bullying and Iacobes took it upon himself to become the boy's protector. Over time they developed a friendship and Iacobes came to appreciate Narses's blunt honesty and quick wit. Iacobes pleaded with his adopted father for some time and eventually convinced him to adopt Narses as well.

Narses remained introverted and brusque as he grew up, but his intelligence grew by leaps and bounds. The Brambani family provided his education, an investment that paid off in spades. The special training didn't teach Narses the sort of easy camraderie of the naturally gregarious, but he did learn to understand rationally why some of the things that he said used to upset people and was able to get along with them better. More importantly to the family, he proved to be a talented alchemist with a knack for blowing things up.

Narses and Iacobes remained fast friends. Narses rose through the ranks on Iacobes's coattails, becoming his trusted lieutenant. It was only natural that when Iacobes went to the Stolen Lands, Narses would follow.

Appearance and Personality:
Narses is somewhat short and chubby. His most striking feature is his mop of straw-colored hair, usually somewhat unkempt as he rarely bothers to comb it. He is naturally introverted. When he makes an effort he is able to be polite, but he generally prefers to keep to himself and to devote his time to his studies and to the tasks he has been assigned by Iacobes.

Crunch:
Narses Brambani
Human (Taldan) alchemist (preservationist) 5 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 19)
LN Medium humanoid (human)
Init +7; Senses Perception +10
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 34 (5d8+10)
Fort +6, Ref +8, Will +6; +2 bonus vs. poison
Resist poison resistance
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4-1/19-20) or
. . mithral cestus +3 (1d4-1/19-20) or
. . mithral dagger +3 (1d4-1/19-20)
Ranged bomb +7 (3d6+4 Fire) or
. . mwk crossbow +7 (1d8/19-20) or
. . smoke bomb +7 () or
. . stink bomb +7 ()
Special Attacks bomb 9/day (3d6+4 fire, DC 16)
Alchemist (Preservationist) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—alchemical allocation[APG], barkskin, summon monster II
. . 1st—cure light wounds, heightened awareness[ACG], heightened awareness[ACG], summon monster I, true strike
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Statistics
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Str 8, Dex 16, Con 12, Int 18, Wis 14, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Brew Potion, Improved Initiative, Iron Will, Planar Preservationist[UM], Point-Blank Shot, Throw Anything
Traits pragmatic activator, student of philosophy
Skills Acrobatics +4, Bluff +4 (+9 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +4 (+9 to create alchemical items), Diplomacy +4 (+9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +9, Heal +6, Knowledge (arcana) +12, Knowledge (local) +5, Knowledge (nature) +12, Perception +10, Sense Motive +7, Sleight of Hand +7, Swim +0, Use Magic Device +12
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ alchemy (alchemy crafting +5), bottled ally, discoveries (smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 50 minutes), swift alchemy
Combat Gear boro bead (1st level)[UE], alchemical solvent[APG], alchemist's fire, tangleburn bag[UE], tanglefoot bag (2), unstable accelerant[ARG]; Other Gear darkleaf cloth studded leather, cold iron dagger, mithral cestus[APG], mithral dagger, mwk crossbow, cloak of resistance +1, formula alembic[UE], handy haversack, hybridization funnel[UE], alchemy crafting kit[APG], portable alchemist's lab[APG], 3,054 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Bottled Ally II At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature's ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bott
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Smoke Bomb (5 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (5 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.