Combat Encounter
Knab will typically attempt to Devise a Stratagem gaining a free Knowledge check then wade into melee to strike if he thinks he can hit!
[dice=Devise a Stratagem vs Foe]1d20[/dice]
If the target is part of a group of weaker enemies, I will use Assurance; Else, I will roll
[dice=Arcana or Religion (Master)]24[/dice]
[dice=Arcana or Religion (Master) w/ Pursue a Lead (+1)]1d20+15+1[/dice]
[dice=Nature or Occultism (Expert)]22[/dice]
[dice=Nature or Occultism (Expert) w/ Pursue a Lead (+1)]1d20+13+1[/dice]
◇) Devise a Stratagem
◇) Known Weakness
◇) Automatic Knowledge (□/rnd) (Take 24 w/ Arcana or Religion, Take 22 w/ Nature or Occultism)
◆) Stride (20 feet; or 30 feet w/ bracelet or shirt)
◆◆) Twin Feint (Strike plus Strike vs automatic Off-Guard same foe)
◆◆) Clan’s Edge (Strike two different foes then parry)
◆) Strike
↺) Inspired Stratagem (□□□□□/day, fortune) (Ally may roll twice on an attack or skill check; my allies are free to declare the use of this reaction for me, as I typically save it for key moments)
◇) Parry w/ Protective Sheath (to AC 27 or 28 vs foes I Strike this turn)
~) Kin Warding (AC bonus from Parry instead bestowed to adjacent foe)
~) Critical Specialization: Knife (If foe was off-guard, 1d6+1 persistent bleed)
~) Critical Specialization: Brawling (If foe was off-guard, Fortitude vs Class DC 23 or slowed 1)
[dice=Clan Dagger of Kin-Warding (P, agile, arry, versatile B) vs Foe]1d20+17; 2d4+6[/dice]
[dice=Doubled Gauntlet (B, 0h, agile, freehand) vs Foe]1d20+17; 2d4+6[/dice]
[dice=Gauntlet Bow (P, 60-ft, 1r; capacity 4, free-hand, parry)vs Foe]1d20+14; 1d4[/dice]
#2005:
Grand Archive
Provision: ???
Default Downtime: Underworld Lore
Defense
AC 26 (resilient breastplate) or 27 parry or 28 edge (no flank); HP 106
Fortitude (*`) +14 w/ Resilience, Reflex (***`) +16 w/ Evasion, Will (**`) +16
Rock Dwarf (~) +2 circumstance bonus to all defenses vs Reposition, Shove, Trip, and forced movement have their distances halved
Aeon Stone of Smoothing (~) Negate conditions with severity 1 from enfeebled, clumsy, frightened, sickened, and stupified
Deny Advantage (~) Cannot be flanked by equal or lower level enemies
Offense
Rogue Intelligence Class DC 23
Speed 20; Bulk 0.0 / 9.0
Sneak Attack (~) +2d6 precision damage vs off-guard w/ rogue weapons
Clan Dagger of Kin-Warding (P, 1h, agile, finesse, parry, versatile B) +17 @ 2d4+6 piercing; Knife crit spec if foe off-guard @ 1d6+1 bleed
Doubled Gauntlet (B, 0h, agile, finesse, freehand) +17 @ 2d4+6 blunt; Brawling crit spec if foe off-guard Fort @ Class DC vs Slowed 1
Gauntlet Bow (P, 0h, 60-ft, 1r; capacity 4, free-hand, parry) +14 @ 1d4 piercing
Arsenal of Knowledge:
Clan Dagger Tricks
Clan's Edge (◆◆) Strike two different foes then Interact to parry with clan dagger
Kin Warding (~) When you parry with your clan dagger, you may instead bestow the circumstance bonus to AC to an adjacent ally
Protective Sheath (~) Against foes you strike this turn, the circumstance bonus to AC from parrying with your clan dagger raises to +2 while your off-hand remains empty
Eidetic Memory Tricks
Automatic Knowledge (◇, □/rnd) Recall Knowledge w/ Assurance (Arcana, Nature, Occultism, Religion)
Clue In (↺, □/10-min) Grant ally a +1 circumstance bonus to a check towards one of your ongoing investigations
Devise a Stratagem (◆ or ◇, fortune) Choose an enemy, roll 1d20, and pick a stratagem; If you choose an attack stratagem, you must use that roll on your next Strike; else you choose a skill stratagem and must forfeit Striking that foe for 1 round, and gain a +1 circumstance bonus to any mental skill checks against that foe (or 1 greater than Purse a Lead bonus); or you may pursue another activity altogether
Esoteric Wayfinder (◇, □/adv) Avert critical failure on next Recall Knowledge check
Inspired Stratagem (↺, □□□□□/day, fortune) Grant ally a second roll prior to them making an attack or skill check, choosing which 1d20 to use as the base for their check, up to once per ally per day.
Known Weakness (~) When you Devise a Stratagem, you may first roll a free check to Recall Knowledge of your subject prior to making any other rolls; if you critically succeed at this check, you grant a +1 circumstance bonus to yourself and your allies’ next attack roll made before the beginning of your next turn
Mastermind Racket (~) Treat foes whom you successfully Recall Knowledge against as off-guard to your attacks until the end of your turn, or for 1 full minute on a critical success
Pursue a Lead (10-min) Examine a clue to open one of two possible active investigations and formulate a key question, allowing you to gain a +1 circumstance bonus to INT/WIS/CHA skill checks to investigate that question, and to devise a stratagem as a free action against foes whom may lead you closer to answering your central question.
Compensations for being Slow
Bracelet of Dashing (◆) Gain +10-ft speed for 1 minute
Quick Runner’s Shirt (◆◆, 1/hour) Stride twice with a +10 status bonus to speed
Rogue Tricks
Go Invisible (◆, concentrate, □/day, 1-min) Use armor rune to become invisible
Steady Hand (◇, fortune, □/adv) Roll twice w/ Thievery use best result
Surprise Attack (~) Treat foes w/ lower 1st Round Stealth / Deception Initiative as off-guard
Sneak Attack (~) +2d6 damage against off-guard foes with agile or finesse melee weapons, ranged weapons that aren’t thrown, or thrown weapons that are also agile or finesse
Twin Feint (◆◆) Strike with two weapons against same foe; second attack treats that foe as off-guard
Weapon Tricks (~) Unlock critical specialization with agile or finesse melee weapons or unarmed attacks against off-guard foes
Level Six
(#2-18): "The Fanciful March of Urwal" (4xp, 150.00gp, +2 VW) 5/31
(#3-99) "Fate of the Future" (4xp, 150.00gp)
(#3-??): "Guardian's Covenant" (4xp, 150.00gp)
= 12xp, 12 Reputation w/ Grand Archive, 450.00gp
Level Seven
(#??) "March of the Dead" (8xp, 440.00gp)
(#3-17) "Dreams of a Dustbound Aisle" (4xp, 220.00gp)
= 12xp, 12xp, 12 Reputation w/ Grand Archive, 660.00gp
Level Eight
(#PA) "Little Trouble in Big Absalom" (1xp, 60.00gp)
(#6-00) "Salt of the Ocean" (4xp, 300.00gp)
= 5xp, 5 Reputation w/ Grand Archive, 360.00gp
Remastered 8/25/2024
Play Series Wishlist
#4-06: Signal from the Electric Laboratory
#4-11: Prisoners of the Electric Castle
...
Subtotals
Total XP: 84
Total Reputation:84 GA, 2 VW
Total Earned Gold: 2194.16 gold
Origin:
Old enough to be a dwarven grandpa, childless Knab has spent most of his economic life "under the table", spending every ill-gotten copper on vices that have slowly eroded his health. After a few perilous incidents (involving freak accidents, betrayals, his declining health...), he decided to take a friend up on some advice to consider joining the Pathfinder Society, and on whim, did so one day, stumbling into the lodge dirty and exhibiting withdrawal symptoms, but finding that not only was his particular skillset in decent demand, but too his eidetic memory spanning back tens of thousands of days like so many pages in a large and dusty old tome.
A tall, broad-shouldered if hunched-over dwarf with thinning grey hair and bags under his eyes walks up the Impressive Stairwell to the lodge in Absalom. He still smells of spirits, is probably middling through a bout with scurvy, and fighting a nervous tick as a weeklong journey over the Inner Sea failed to replace his withdrawal symptoms with sea sickness, and would have paid for a public bath if he hadn't been clouded by persistent migraines causing all but the address of his destination to slip his memory completely. As he passes through the Towering Double Doors - despite his condition! - "The Knave" suddenly sprawls a half-toothed grin across his chapped lips upon taking in the sheer architectural wonder of the Great Hall, puzzling where exactly it was he was supposed to meet his contact. Knab accidentally scratches off a blackened scab from his spotty bald-ish head as he wanders around…
Edicts and Anathema
E) To remain substance free, and to help others in their own struggles to do so
E) To amass a fortune by honest hard work, minimizing entanglements with the law
A) To jump into a situation lacking context or without knowing something first
Sky King's Tomb Backstory:
Knab, a low-class "lumpenproletariat" citizen who would begin this adventure having disgraced his native Vanderholl clan (by running an illicit "side-hustle" and serving significant time for not "snitching"), is an unlikeable and elderly dwarf of morally dubious reputation who, having adopted an atheist stance in his early life, may be turning his faithless eye to mighty Trudd in what amounts to a redemption arc, learning to apply the talents he developed to a more socially acceptable and communally-focused cause. Having known Rosha Coppervein from early adulthood (in which he was someone with connections she knew and they had a few illicit dealings before she subsequently left a certain lifestyle behind), who recently became re-acquainted with a sober Knab - and thoroughly impressed with his freak eidetic memory! - she pulled her connections to set him up with an honest internship with Tolorr sages, which he shyly accepted - but not, of course, without his own reservations. To the point, in fact, that he plans to tell her at the upcoming Family Festival that, well, he would like to cease the mentorship, as it's focus is far too academic for the aging ex-criminal, and he feels the "odd-dwarf-out" (whether real or imagined...) amongst it's scholarly circle...
Edicts and Anathema
E) To remain substance free, and to help others in their own struggles to do so
E) To amass a fortune by honest hard work, minimizing entanglements with the law
A) To jump into a situation lacking context or without knowing something first