![]() About Kennen the Halfling HammerKennen the Halfling Hammer
Commando Prowess +1 attack and damage, +2 CMB [competence]
Skills:
(4 Class + 1 FC) x 7 = 35 ACP: (5) Acrobatics (Dex) +12 (+19) () Autohypnosis () Bluff (Cha) (1) Climb (Str) +6 (2) Diplomacy (Cha) +10 (5) Escape Artist (Dex) +12 (3) Heal (Wis) +6 () Intimidate (Cha) (1) Knowledge (Dungeoneering) (Int) +4 (5) Knowledge (local) +8 (5) Perception (Wis) +10 () Ride (Dex) () Sense Motive (Wis) (1) Survival (Wis) +4 (5) Stealth (Dex) +12 (1) Swim (Str) +6 Background Skills
Modifiers:
-------------------- Gear:
--Equipped-- Brawling Mithril Chainshirt +1 5100 Amulet of Mighty Strikes +1 4000 Ring of Protection +1 2000 Belt of Incredible Dexterity +2 4000 Cloak of Resistance +1 1000 Daredevil boots 1400 --Handy Haversack-- 2000 Fishing Kit .5 Healer's Kit 50 MW Climber's Kit 80 MW Artisan's tools 55 Traveler's Anytool 250 MW survival Kit 50 Fighter's Kit 9 5.5 gp
-------------------- Racial Abilities:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Base Speed (Normal Speed): Halflings have a base speed of 30 feet. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
-------------------- Traits and Feats:
--Traits-- Friend in Every Town: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. Crowd Dodger: You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square. --Feats-- Improved Unarmed Strike (Brawler Bonus): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Weapon Finesse (1): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Combat Expertise (Brawler Bonus 1): You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Greater Unarmed Strike (Warlord Bonus): Your unarmed strikes inflict more damage than ever before, inflicting damage as indicated below. The damage listed is for Medium creatures. Adjust damage amounts according to size if necessary. Harder They Fall (Warlord Bonus Teamwork): When you use aid another to grant an ally who also has this feat a +2 bonus on the attack roll for a bull rush or trip combat maneuver, the ally can attempt that maneuver even against foes two or more size categories larger than herself. Agile Maneuvers (3): You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Improved Trip (5): You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Improved Disarm (Brawler Bonus 6): You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Combat Reflexes (Warlord Bonus 6): You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Advanced Study (7): You may select two maneuvers or one stance from your class's list of disciplines and add them to your known maneuvers and stances. You must meet all prerequisites for the new maneuvers or stance to qualify for you to learn them. You may select maneuvers from a discipline that is not in class to you with this feat; doing so reduces the effectiveness of this feat to one maneuver or stance of your choice from an out of class discipline. -------------------- Warlord Special Abilities:
Maneuvers: A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Thrashing Dragon, Broken Blade, Veiled Moon, Steel Serpent and Riven Hourglass. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information. Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma. Maneuvers Readied: A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below). For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord's Gambit below), or he may spend a standard action to recover a single readied maneuver of his choosing. Stances Known: Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows. Warlord's Gambit (Ex): At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects—a risk, a rake, and a reward. Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward. A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord. At 4th level and every four levels thereafter, the warlord selects an additional gambit. Acrobatic Gambit: Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area. Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit. Unbreakable Gambit: Risk: The warlord attempts to succeed on a Fortitude or Will save against an extraordinary ability, maneuver, power, spell, or spell-like or supernatural ability. The effect in question must be a harmless effect on a failed saving throw. Unlike other gambits, this one can be attempted as an immediate action instead of a swift action. Reward: The warlord is emboldened by his ability to resist his opponent's attack, and regains a number of hit points equal to three times his Charisma modifier. Sweeping Gambit: Risk: The warlord attempts a successful trip maneuver against an opponent. Reward: The warlord trips his foe and may make an immediate attack of opportunity against that foe, adding his Charisma modifier as a morale bonus to the damage he inflicts if successful. Bonus Feat: At 1st level and at 6th level, and then every four levels after, the warlord gains a bonus combat feat or teamwork feat of his choosing. The warlord must qualify for the feat before selecting it. Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation. He gains the Improved Unarmed Strike feat at 1st level, and he gains the Greater Unarmed Strike feat at 3rd level as bonus feats. Additionally, the unarmed strike of the steelfist commando is considered both a natural weapon and a manufactured weapon for the purposes of feats, spells, and other effects. Tactical Presence: At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action. Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus. Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends. Victorious Presence: The preternatural skill at arms that a warlord of at this level possesses is enough to win any battle. At 9th level, any foe that the warlord brings to 0 or fewer hit points in battle immediately fuels his hunger for the win, granting him and his allies within 30-ft. of his position the character's class level plus Charisma modifier in temporary hit points. These hit points endure until they are lost or until the end of the encounter, whichever occurs first. Damage inflicted on the warlord is deducted from his temporary hit points first before being deducted from his normal hit point total. New Tactical Presences (POW:E) Warning Presence: The instructions given by the wary warlord help his allies defend themselves against sudden surprises. Allies within 30 feet of the warlord gain a bonus equal to the warlord’s initiation modifier on Reflex saves against traps and to their AC during a surprise round. In addition, the warlord can designate one of his allies to act in a surprise round, even if they normally would not be able to. A warlord must be at least 2nd level to select this presence. Taskmaster’s Presence: The warlord is a driving master, be it cruelly with a whip or kindly with encouragement. Allies within 30 feet of the warlord gain the benefits of the Endurance feat and gain a morale bonus on saving throws against fatigue, disease, compulsion effects, and sleep effects equal to the warlord’s initiation modifier. If the warlord is participating in a Craft or Profession check made by one of his allies, he can add his warlord initiation modifier as a morale bonus on that check. A warlord must be at least 5th level to select this presence. Gladiator’s Presence: The warlord has seen some scraps in his day, and he knows how to inspire his allies through some tough moments too. Allies within 30 feet of the warlord gain a morale bonus on combat maneuver checks and to their CMD equal to the warlord’s initiation modifier. In addition, those allies do not provoke attacks of opportunity when making combat maneuver attempts. A warlord must be at least 9th level to select this presence. Warleader: The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses. Force of Personality (Ex): At 3rd level, the warlord's forceful personality and bold, headstrong nature assist him in resisting the influence of others. Where others use personal serenity, awareness of the world around them, or plain old sensibility, the warlord gets by with endless nerve. The warlord may add his Charisma modifier in addition to his Wisdom modifier to determine his Will save bonus. If the character is ever able to add his Charisma modifier to his Will save through use of another ability (for example. the paladin's divine grace) he may only add his Charisma modifier once to his Will save. Tactical Flanker (Ex): At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord's Charisma modifier (min +2) for the bonus they receive on flanking their opponent. Commando Prowess (Ex): At 5th level, the prowess of the steelfist commando expresses itself in his mastery of the unarmed arts as well as in stealth. While in a martial stance, he adds a +1 competence bonus to attack and damage rolls, and +2 competence bonus to his CMB and CMD. This improves by +1 for attack and damage rolls and +2 to CMB and CMD at 12th level and again at 19th level. Additionally, while in a martial stance, he may add his Charisma modifier to Stealth rolls. Dual Boost (Ex): Knowledgeable in the ways of making the best of any situation through pluck and verve, the warlord is capable of applying multiple martial principles simultaneously. At 6th level, once per day the warlord may initiate two boost type maneuvers as part of the same swift action. He may use this an additional time per day at 12th level, and three times per day at 18th level.
--------------------- Brawler Special Abilities:
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability. Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table. Bonus Combat Feats: At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. Maneuver Training (Ex), Trip +2, Disarm +1: At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.) AC Bonus (Ex): At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load. Knockout (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day. Brawler's Strike (Ex): At 5th level, a brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler's actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. Close Weapon Mastery (Ex): At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.
--------------------- Maneuvers:
Warlord Initiator Level: (7 Warlord) 4th Maneuvers Known 12:
--2nd-- 2
--3rd-- 3
--4th-- 2
Maneuvers Readied 6:
Stances Known 3:
-------------------- Wayward Path:
Alignment: Any Symbol: A twisting road beneath a crescent moon Discipline: A Walker of the Wayward Path may trade access to one martial discipline of her choice for access to the Veiled Moon discipline. Oath: The Wayward Path isn't terribly concerned about the conduct of its members, for the most part, with the exception of one area: their travelogue. When a Walker is inducted into the brotherhood, they're given a travelogue of their own and asked to swear the following oath of membership. "This book is a record of my travels. I will not falsify the things I've seen and done, though I might exaggerate for the sake of a good story. I won't use this book or the power it gives me to intentionally endanger my fellow Walkers or anyone else, and if I fail in this, let the pages shrivel and die like my worthless honor." Allegiance Benefit: In addition to access to the Veiled Moon discipline (exchanging a discipline of their choice), Walkers of the Wayward Path gain the benefits of the Endurance feat while they maintain their membership and carry their travelogue on their person. They also gain ownership of one of the Wayward Path's Travelogues, a minor artifact produced by their Grand Library. Travelogue (Minor Artifact) Aura strong conjuration and divination CL 20th slot none price - weight N/A Description This small, leather-bound book is about the size of a personal journal or notebook and can be easily carried in one hand. Though it is possible to use the Travelogue as a normal notebook (and it never seems to run out of pages, though it cannot be used to scribe spells or scrolls), in the hands of a Walker of the Wayward Path it gains magical qualities. Anything written in the travelogue is also recorded in the Grand Library, where the information is stored both as an ongoing narrative collected as a story of that Walker's life and separated out and sorted into its various topics for research purposes. Additionally, once per day, the Walker may concentrate on the book as a swift action and gain the ability to hear and be heard by every other Walker using this function of the travelogue for 1 hour, regardless of distance or planar boundaries. This may not be broken down into smaller increments. At the GM's discretion, this may offer a circumstance bonus to Intelligence-based skill checks if the Walker can ask an expert for advice via the travelogue. Finally, the travelogue acts as an activation key to all portals that lead to the Grand Library, regardless of their normal activation keys. A Walker of the Wayward Path who violates her oath (see above) loses the benefits of the Endurance feat, as well as access to the additional functions of their travelogue beyond its limitless pages, until they atone by traveling to the Great Library and recording the details of their deception, as well as a formal apology. Repeat offenses are usually met with the deceptive 'member' being barred from the Grand Library and, possibly, killed by some of the less forgiving Walkers. Destruction The travelogue may be destroyed by writing a blatant falsehood in it, then shelving it in the Grand Library amongst the rest of the collection. The book comes unbound, then shrivels into dust before blowing away on a phantom wind. Description: Less of a formal organization and more a club for enthusiasts, the Walkers of the Wayward Path are a martial tradition of travelers, explorers, knights-errant, wanderers, messengers, and other vagabonds that maintain common bonds of fellowship and trust. Any given Walker can induct anyone they like into the organization, provided they're willing to swear the oath (recruitment can take a while at times, as the Walker doing the inviting must go to the Grand Library and request a travelogue for his candidate, whereupon the enchantments of the Library begin to produce one over the course of about a month). In practice the Walkers are somewhat picky about recruits, preferring to choose people who won't spoil the friendly, cooperative atmosphere fostered by the travelogues and their common link to the Grand Library. With little to unite them other than their love of travel, the Wayward Path doesn't really do goals. However, they do often have some behaviors in common. Members of the Wayward Path are usually known to support roadside inns, shrines, and other houses of rest. They often take it upon themselves to clear the roads and travelways of monsters and other threats to common well-being, and sometimes join or found mercenary bands to do precisely that long-term. Walkers, while somewhat mistrusted as vagabond, are usually welcome in the places that they go and greeted with a warm meal and requests for news from afar. The other connection that links the Wayward Path together is the Grand Library, an extradimensional space that they had constructed and enchanted at considerable collective expense. The Grand Library collects the biographies of the various Walkers as written in the travelogues, as well as the factual information that gets written down in those travelogues. Its sorceries write and sort the various pieces of information into a staggering collection of knowledge, which the Walkers and any guests they care to invite are free to access. Non-members are permitted access to the Grand Library for a modest 2 GP fee per day, which helps pay the small amounts of overhead still necessary after the layers of enchantments are done with their duties. Common Tasks: Without any real long-term goals or, in point of fact, leadership, the Wayward Path doesn't really assign tasks. However, there are opportunities for work with, and for, the organization. Walkers will send out calls for volunteers across the travelogues, offering payment or incentives to participate in their latest projects or a tough personal problem. Sometimes a call for rescue will arrive similarly, sent out from a Walker that managed to smuggle their travelogue into a tough situation that they need help getting back out of. Occasionally the Grand Library will broadcast a message requesting an exotic ingredient or reagent to refresh one of its enchantments; the keepers pay generously to any civic-minded Walker that takes the time out to help. Available Services: The two most prevalent services offered by the Wayward Path to its members are access to the Grand Library and the travelogues, both of which can be a treasure trove of information, research, and conversation. Aside from that, however, the Wayward Path maintains wayhouses on many planes that give free room and board to members (non-members are invited to stay for a nominal fee) and is willing to help with legalities like travel papers or other documentation for members that can travel to the Grand Library for them. Walkers are usually quick to advise each other on where they can acquire unusual goods and services, and sell the same.
-------------------- 10 in Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum. 1: Kennen was raised on Terian in a poor area but was happy for the most part. The halflings in the community worked together to make things better for themselves.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned. 1: Kennen is now a wandering martial artist out to test himself against the world. So the first goal is to go against a lot of physically demanding situations that would normally be easier to handle if he was larger, like taking on larger opponents, and earning the respect of other fighters as a fighter himself.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1: While training to see if he had the talent to be a wizard of sorcerer, he found a different power, Ki. Not the mechanical ability but the natural energy found in all things. He learned to manipulate it to empower himself or hamper others.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1: Korlan is his younger brother and also on an adventure that may allow them to cross paths one day.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1: The first and most important is the death of his friend Dwahvel.
-------------------- Personality and Outlook:
Kennen and his younger brother Korlan have been inseparable since youth. They even have the uncanny ability to sense each other and speak without actually speaking. A trait usually found in twins. And they have put this talent to great use. Normally they are all about living life to the fullest. Or at least Kennen is. He just drags Korlan along for the ride. He enjoy's singing off key, drinking until he passes out, and going wherever the wanderlust takes them. But when they come across a person taking advantage of those weaker than them, they turn into a formidable vigilante duo. Alone, they would stand no chance in a straight up fight with any of the larger races. Not without resorting to underhanded tactics. But together, they can go toe-to-toe with the best fighters. The brothers live by a code of honor, to never stand by and watch someone get taken advantage of. Being little people themselves, they are acutely aware of what it is like to feel weak. But through teamwork and camaraderie, they show people the strength of working together. Kennen is the charisma of the duo. When they sing, he sings loudest. When they fight, he fights hardest. When they meet new people, he's always ready with a joke or a smile. When they fight he is more prone to launch himself at the largest, toughest enemy and hope for the best. His brother, Korlan, is a little more reserved. He is more prone to think and look than rush in. He wasn't blessed with his brother's physique but he is smarter and sharper. Though they may argue from time to time, they trust each other implicitly and will always have each others back.
--------------------- Appearance:
Kennen: The older of the two brothers was blessed with greater physical abilities. He stands about average height for a halfling but is stockier, almost like a dwarf child without a beard. His hair is a dark brown and often coiffed to the up and to the side. His eyes are a bright green with wrinkles on the side, evidence of his penchant for smiling and laughing. His complexion is slightly paler than the average wandering halfling, which is to say fairly tan compared to most humans. It is apparent from his armament that he is built for close-combat. His knees and elbows are padded with leather and metal-capped for striking. His shins, thighs, and forearms are guarded by studded leather pads. He is one of the few halflings people will see that wears shoes consistently but that's because they hide steel-toes. His hands are wrapped in bandage, padded with leather and capped by a solid steel plate over the knuckles. He even wears a heavy headband with a steel plate on it. Every part of the small warriors body is made for striking. For protection, he wears a mithril shirt, cut sort at the shoulders, leaving his upper arms bare. A single, metal pauldron is strapped to his left shoulder. Over the chainshirt is a green tunic of fine silk and under the studded leather pads is a pair of earth brown pants. Both though can be reversed into darker versions. Kennen only has one body modification, a simple bell shaped-flower tattoo under the bandages of his left hand. He carries little else beyond what fits in his belt pouch, and those are filled with potions for emergencies.
|