Harsk

Khardon Dourstone's page

179 posts. Alias of Grumbaki.


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"I would prefer to avoid them. Travelers such as them often have loose lips and sticky fingers." The former watchman said. "Should anything irreplaceable be taken while we sleep, then that would be a significant delay. And for those who would want to find us? I would prefer to not give ones such as them too good a look at us."


"Don't know if the girl is covered in illusions or is even a real person. Many variables here we don't know. Whomever is behind it can contact us when they want, and are likely trying to make that point. Isn't much we can do about it besides drive on. And try to get Mr. Bones a token, if such a thing becomes possible." The dwarf said.


"Huh." Khardon said, from the wagon. "Is that the same girl?"

Whatever die roll is needed for him to answer that question himself: 1d20 ⇒ 1


400 deducted, thanks for covering other half


”A deal. And if I can get me hands on them, I’ll put an extra bullet in them for ye as well.” Khardon said with a smile.


Diplomacy: 1d20 + 10 + 1d6 ⇒ (17) + 10 + (3) = 30

Khardon took the cigar out of his mouth and walked on over, running a hand through his beard as he did so. Speaking in Dwarven, he said dwarven ”Come now. We all are working on the same side here, aye? This involves Drow machinations, the fookers almost destroyed the ground beneath our very feet here. And if we don’t hurry they can likely do it again. Won’t be any horses if we don’t make haste. Help us out here, and I’m sure that Dranngvit would look kindly on any who helps settle a grudge against them pointy-eared raiders, aye?”


”Good question. I’d say a wagon. Let’s us sit in it, lie down, sleep…get out of the elements so long as it is covered. That and I’ve never rode a horse before.” The dwarf said. ”Cant imagine that falling off one will be any fun.”


I think so, as with travel time there and back, it becomes a good long term investment. But so too are magical attacks. Do what you think will be of most use to yiu


Replacing +1 on revolver with a ring of sustenance. Why? Because a 200 mile trip by horse/cart takes a long time. And it will help on not being ambushed in our sleep. Far more important than +1/+1 in combat.


”Aye. I’ll go to the armory then. Get some more substantial armor for the journey. And a ring of sustenance. If there is enough in our supplies then I suggest all get one, or go out to purchase one if not. They allow the wearer to not have to eat or drink and reduces sleep needed to but two hours. Given that we have powerful enemies and will be transporting near priceless artifacts, this will be a wise investment.” The dwarf said, accepting the mission without a second thought.


Woo!

Lvl 3:
HP: 6 (class) + 3 (con) +1 (fcb) = +10
Saves: None
BaB: +1
Skills: +6
Diplomacy, Sense Motive, Perception, 1x intimidate, 2x heal
Background Skills: 2x linguistics (drow, elven) so he now has common, dwarven, undercommon, drow, elven. Good knowledges for a dwarf to have.

Feats: Rapid Reload / Rapid Shot
Fighter Ability: Trench Fighter - Revolver (Dex to damage when shooting!)

Investigator Abilities:
Celestial Insight (Ex)
At 3rd level, a jinyiwei learns to see through the types of magic that often lead others astray. He gains a +1 competence bonus on saving throws to resist enchantment and illusion effects. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level). This replaces trap sense.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Expanded Inspiration
Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

Spells:
+1 lvl 1 and learns Know the Enemy (Instantaneous, You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a Knowledge check regarding that creature type with a +10 insight bonus.)

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There we go on the level up! A useful investigator spell, especially as his knowledge skills aren't that good (1d20+1d6+4). But his pistol shots will hurt alot more now (2x shots with dex to damage)

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For the gold, Khardon has a mithril shirt. Could he pay to upgrade this to mithril chainmail with an armored kilt? I figured that it would become medium armor, which wouldn't matter to him as he has slow and steady. But it would mean +3 AC and the chainmail would still be able to be hidden under his clothes. The 'armored kilt' would be reinforcing his trench coat.

I think that doing this would cost: +50 (chain shirt to chainmail) + 20 (armored kilt) + 3000 (mithril difference) then throw in a +1 enchantment for +1000. Total Cost: 4070

Then enchant a revolver at +1, for 2000

Make buckler +1 for 1000

Total Cost: 7070, saving the rest.

Would this work? This would make him into a pretty decent front line tank when needed.


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Khardon's face was flush from far too much running. It seemed like for every step the others took he had to take two. He was truly glad that they made it in time, but regretted trying to push himself to catch up. It was said that dwarves were dangerous over short distances.

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

"And as for the doomsday weapon, ye should be thanking Seljak here for running faster than a halfling to a buffet. As for how we got it? Eh, he got it in time. Best to let him explain.”


Khardon ran…far too slowly. It was clear that the others would have to deal with this. Dwarves were not designed to move distances so quickly.


Knowing that he’d never make it in time, Khardon shoved the seeds into Seljak’s arms. ”Go! Get it to her before the boy dies or the city gets consumed by them.” He said, with urgency. If there was anyone he trusted to give this his all it was the half-orc.


”Could be his soul linked to them.” The dwarf mused. ”I wouldn’t break the seeds. Too many variables. But aye, let’s get them in the bag right away.”


"We do have these." Khardon said, stepping forth. "Drow seeds. Which we are told require the sacrifice of souls, upon which they will conjure an underground settlement. We seek your expertise in this matter. Along with any knowledge ye have on who, in this city, might have the resources to attain such horrific artifacts."


"Fook." Khardon cursed, shaking his head. This was so far beyond anything he had ever dealt with before. Smugglers he understood. Drug pushers? Easy motivations. Racketeering, murders, general thuggery? All had motivations that he could get his head around. But soul-sacrifice to grow underground cities? That was a new one. He took off his hat and held it to his chest, as if though that would help him think.

"Soul magic. That's dark arts if I ever heard it. To Mr. Brook then?"


Khardon stood by, listening with rapt attention. The implications for the seeds were daunting. There was much good that could be done with them, but he knew that the purpose was for evil. These revelations opened up many more questions…


Congrats on that, hope it goes smoothly


"Laz, ye've always been best at this. Mind asking around to see if anyone knows about this? We can help as needed."

With +8 knowledge local he is our best bet

Aid Another: 1d20 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10


Khardon looked to his companions, an eyebrow raised. He wanted to know what these seeds were before he could even begin to draw any conclusions.

K Local on TZA meaning: 1d20 + 1d6 + 4 ⇒ (11) + (1) + 4 = 16


Khardon chuckled. ”Just walked into a wall enough times to finally see one before it hits me nose.” The moment of mirth over, he returned to looking around the store with a practiced eye.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Will, add 3 if spell or SLA: 1d20 + 6 ⇒ (15) + 6 = 21


Khardon voiced this revelation. ”While it looks clear be sharp. Eyes either be here or came before us.” With that he moved in to enter.


Perception: 1d20 + 7 ⇒ (15) + 7 = 22
K Local: 1d20 + 4 + 1d6 ⇒ (20) + 4 + (4) = 28

Khardon looked at the scene before him with a practiced eye. He had been there many a time before…


"We need to ensure that the child is safe. And I do not feel that we would be safe splitting up. We should get him to the guild as quickly as possible, aye? He can eat some rations as we move." Khardon offered.

Didn't get the last update, I think that I hit the x button and lost my updates. Sorry!


Unable to speak the dark tongue, Khardon held back and waited for the results of Laz's interrogation. Not for the first time he was glad that the elf was around.


”It’s a sad day when I’ve got the most friendly face for meeting an elf.” The dwarf said as he went to investigate.


Luck: 1d100 ⇒ 38 31-40 you find a silver flask of healing QLWx2 100gp
Luck: 1d100 ⇒ 62 61-70 You find a ring of protection +1
Perception: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17

The dwarf gladly picked up a pair of silver flasks and announced ”Healing potions. Quite useful.” He then slipped a ring onto his finger, admiring it. Then he said ”Good work, Laz. Let’s get it into some light so we can see what it says.”


…with Khardon coming in third, one pistol out and at the ready.


Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24

Khardon took out his lockpicks. "First brute force, then fines-fook!" He cursed as he dropped the tools. After gathering them up he tried again, trying to keep his dignity by avoiding eye contact with the others.


Seeing his half-orc comrade putting in serious effort, Khardon added his own strength:

Str Aid: 1d20 + 3 ⇒ (7) + 3 = 10
20 total


"Later, Mr. Bones. Later. Whomever left this likely still has eyes on us. If ye act the part now, they'll see it. But later today? It could make for a right good trap. For now, let's do as Laz suggests, Best to keep this safe."


"...and as the manor is on the way, let's stop by there. It's a good idea." Khardon said, giving Laz a nod. "But everyone be on guard. This feels like a trap to me. There's a very good chance that we'll be ambushed on our way, which most likely would have sprung should the trap have worked. Perhaps even more dangerous, I'm sure that we're being watched. See if ye can spot any of them."


"We should take it back to the manor for study." Khardon said. "It is evidence and at the moment it doesn't endanger our lives. I want to know who left it for us and why. Answers we will likely only find with the right person looking into that basket."

Good question on if the manor is on the way. GM?


”We are facing an organization which has reach and power beyond anything I’ve dreamed of.” Khardon said. ”We must assume that they eyes and ears everywhere.” He stood next to Bones, remaining in the alley. ”We should expect both legal trouble and underhanded attacks to come.”


Khardon nodded and motioned for them to turn into an alley or the like where there wouldn’t be any crowds. There was the chance, then, that the girl might follow them. It would be good to have the opportunity to question her.


Yup! Be safe!


Khardon remained silent as they were ushered out, lost in thought. He felt a deep sense of guilt for a sane man being committed, and couldn't help but fear that something similar might happen to them. They were up against very powerful people, to be sure. All he could do was wish his former comrade well before leaving. They, at least, had a clue to follow, though he waited for Jixxe and Seljak to finish their own impromptu interrogation before he moved on.


Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

"Long time. These are good lads I have here. We..." He stopped and looked around, before moving in closer. His voice lowered, he said "The corps d'elite. They've made a move. Bodies are stacking up, and they've done something to the soul of a child. It's...messy, aye? Ye be the only person I can trust outside of the people in this room who haven't been touched by those blue blooded bastards. Came to find out what ye know about them, so that we can hit them before we end up thrown in here by them as well. Ye willing to talk to us?"


"First thing firsts Let's make a trip to the city mad house. I know a lad that I used to serve with, talked about the corps d'elite too much for his own good and got committed. Gods knows if he's actually crazy or not, but I'd like to hear what he has to say before judging. If anyone would like to come with me, the company would be nice. For the company, and me safety. If we are really dealing with a group like this, then going anywhere alone is going to be dangerous."

He nodded back at Seljak. "Can take a look at the book in abit. But I'm sure that the others here are more than capable of deciphering it."


Knowledge Local: 1d20 + 1d6 ⇒ (19) + (6) = 25

Khardon listened in silence. As he did so, he thought back to everything he knew about the corps d'elite. Information such as numbers, holdings, and whether he could remember any within whom they could talk to, or otherwise people with knowledge that could get them started. Looking into the nobility was always hard. Investigating a noble organization of criminals? That was downright deadly.


For the past few days I couldn't log in to paizo. Kept getting that damned error message. And yesterday went in for surgery on ankle (no walking for 6 weeks). Home now and can log in again. Sorry for my silence.


Thank you. :)

1000 gold
-300 (fix battered revolver)
-300 (make revolver masterwork)
-250 (sleeves of many garments)
150 left


Reading it again: “ The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.”

It’s only about gunslingers, so no Dex for all and I’ll keep to this archetype. But it makes a gunslinger dip worth it!


If we all gain the Dex to damage, then I’d like to trade trench fighter for weapon master fighter. But as both only make changes at lvl3, no rush


OCD Time, must level up. Lvl 2!

* Trench Fighter 2
* Steel Hound Jinyiwei Investigator 2

* HP: 10 (fighter) +3 (con) +1 (FCB) = +14 (28 total)
* BaB: +1 (fighter)
* Saves: +1 Fort (fighter) +1 Ref +1 Will (investigator)
* Bonus Feat: Shikigami Mimicry
* Fighter Feat: Shikigami Manipulation
* Steel Hound Feat: Gunsmithing
- Melee Damage goes from 1d8->1d10->2d6!
* Bravery +1
* Poison Resistance (Ex)
- At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
- With Hardy, that becomes a current +5 vs poison! Quite handy.
* Spells Known:
- Lvl 0: Stabilize
- Lvl 1: Magic Weapon
* Spells Per Day: +1 lvl 1
* Skills 6x with +2 background skills: 1 SP each in knowledge nature, religion, dungeoneering, arcana, local, planes, geography, nobility
- Figured that having all of these trained, in addition to knowledge engineering, will at least allow him to be something of an investigator. With +1d6 he might be able to help out more when it comes to knowledge, even if it isn't his forte

(I realized that poison lore doesn't do much of anything for Khardon, as he doesn't use intelligence that much and isn't going to be trained in knowledge nature more than a single skill point. He also has no use for swift alchemy as he doesn't have the alchemy class feature. It's crazy as Jinyiwei left that in place while replacing alchemy which it is based on. Steel Hound is a bit redundant, but it works for him, especially as it gives gunsmithing)

GM Question:

Steel Hound gives a battered weapon. Could I make this another revolver? I'd spend 300 gold to make it masterwork. This would just be so that he has a spare in his trenchcoat. I like the image of him being disarmed and pulling a spare out


Khardon congratulated his comrades as they made their way back home, doing so in a sincere manner. They had succeeded in a mission which he knew from experience would have baffled most watchmen. There was more work to be done, of course, but he felt confident that these were the right lads for the job.

Once back he went about cleaning his revolver, despite how tired he was. A firearm had to be properly maintained! After which he promptly took off his boots, his armor and outer layer of clothing, and fell asleep.


Lvl 2! Great!

Life has been a wee bit crazy but I’ve greatly enjoyed this mystery. I’m still here and will get leveled up by Monday


With there being no traps, Khardon went searching with Mr. Bones. He had full confidence in the others being more than capable of freeing the noblemen and talking with them. Too many voices, especially in a stressful situation, would just make the situation worse.

Taking 10 perception

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