Certainly no king, exiled from dwarven lands unjustly and coming to live with criminals and thieves during the twilight years of his long dwarven life, Knab took (but subsequently never received) a large promise of payment for his “special skillset” as the sixthman accompanying a group of poachers who sought the hides of wyverns of the unconquerable wilderness of the Stolen Lands.
Successful in tracking but totally outmatched, he fled the company for his life when the beast slew half of them within a matter of seconds, and now finds himself in the small outpost of Nivkata’s Crossing, humiliated, broke, out of supplies, in desperate need of employment, and hungering for a new flag to fight for…
Mastermind Rogue interested in taming an Augdunar as a Cavalier to carry all the riches he intends to make over the second half of his “career” in adventuring. His motives for joining the kingmakers would be purely selfish, but he will be a team player towards those ends. I can adapt his build for traps - he already possesses a high intelligence and arcana skill. Will try and have the profile up and ready by the end of the day!
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Aeon Stone of Smoothing:
This spherical piece of silvery stone helps you ignore minor issues. You can ignore status penalties to skill checks from clumsy, enfeebled, frightened, sickened, and stupefied conditions as long as the value of that condition is 1.
Reflex (Master, Evasion) vs 10 mental and Grabbed (DC 22):1d20 + 16 ⇒ (2) + 16 = 18(Fail, 10 damage and Grabbed)
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Knab slinks over and double-shanks Blue Blood Elegecide - his heavy feet behind the simmer of invisibility exploiting an opening in it's defense, and his wild second punch exploiting a second opening!
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Pausing a moment to scan the battlefield, Knab considers his play...
Will vs Ill Omen (DC 22):1d20 + 16 ⇒ (14) + 16 = 30
Devise a Stratagem w/ Known Weakness vs Sharkskin:1d20 ⇒ 20 Opens "rolled Religion vs Sharkskin" spoiler: Success
Knab smiles "A fellow rogue..." and warns his teammates "This one is under a spell - the Succubus rules her mind!" GM Note: Sharkskin is clearly not acting under xir own power. Enava's ritual seems to have enabled her to quickly dominate xir. They may have been friends and allies, but that's clearly changed--Sharkskin may not be on Enava's side if the spell were removed. Sharkskin's pirate training might also make xir difficult to catch off-guard. Sharkskin has Deny Advantage, and isn’t off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.
With a perfect shot aimed, he takes advantage to shoot to wound rather than kill!
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Devise a Stratagem w/ Known Weakness vs Enava:1d20 ⇒ 20 Opens "rolled Religion vs Elegecides" spoiler: Success
"A succubus in a grapple!" Knab exclaims "Strike her with weapons of cold iron or those ordained by higher powers!" GM Note: Succubi like Enava are somewhat resistant to magic, but like most demons they're vulnerable to cold iron and holy power. (Remember that everyone received an alloy orb)
◇) Devise a Stratagem w/ Known Weakness
~) Mastermind Racket ◆) Activate Allow Ord: Cold Iron
◆) Stride
◆) Strike
~) Critical Specialization: Knife(1d6+1 bleed)
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Devise a Stratagem vs Red Blood Elegecide:1d20 ⇒ 19 Opens "rolled Religion vs Elegecides" spoiler: Success
Automatic Knowledge (Religion w/ Assurance) vs Sharkskin:24 = 24 Opens "Assured Religion vs Sharkskin" spoiler: Fail
"Weak of mind" he turns to the casters in the group "Easy to Daze them"Their weakest defense is Will
◇) Devise a Stratagem w/ Known Weakness
◇) Automatic Knowledge
~) Mastermind Racket
◆) Bracelet of Dashing
◆) Stride
◆) Strike
~) Critical Specialization: Knife(1d6+1 bleed)
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
Knab moves quickly to End his foe in the pews - his strike is near perfect!
Devise a Strategy vs Xurgimoth:1d20 ⇒ 9 Known Weakness vs Xurgimoth (Arcana/Religion, Master) vs DC ?? w/ Frightened (-2):1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23 Automatic Knowledge (Arcana/Religion) w/ Assurance vs Red Drake:24 = 24
Scanning the ship area, Knab makes a few assessments. (GM, is 23 a success vs Xurgimoth? I assume not...) Unable to envision a good attack angle for the largest lizard, our eidetic hero zeroes in on the smaller, already wounded one. (GM, I am assuming 24 is a success for Red Drake)
We whispers to his nearest teammate "Cold iron and Weapons Blessed of Heavenly Light, on that one. Should disturb it. Some kind of corrupted river drake"
GM Notes: They aren't fully demons, exactly, but are likely still weak to cold iron and holy damage.
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
His own eidetic memory vast and deep, the shared memories get lost in the dwarf's mountain library of stored recollections...
Arcana (Master) w/ +1 Pursue a Lead (Mystery of the Missing Whippoorwill):1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 Hero Point! Arcana (Master) w/ +1 Pursue a Lead (Mystery of the Missing Whippoorwill):1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Skill Check!)
or
↺) Clue In(+1 for Rawiri; and later, anyone else who expends their daily inspiration)
Inspired Stratagem Tracker:
Day One
□ Merian
□ Muk Muk
□ Kamil
□ Rawiri
□ Zarina
Day Two
□ Merian
□ Muk Muk
□ Kamil
☑ Rawiri
□ Zarina
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
His three-hair combover drenched in rain, Knab steels his mind and puts his strong hands onto rope, drawing away to keep the sail at the angle needed to outrun the storm!
◇) Automatic Knowledge vs Pirate stuff w/ Assurance in Nature (Expert):22 = 22
◆) Activate Bracelet of Dashing
◆◆) Steady the Ship
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Skill Check!)
Nearly toppling into the sea, instead, he swings wide around the ship on a long rope, grasping as the wind and waves batter him like a flailing wrecking ball, 270 degrees all the way around, righting the sail, and somehow landing on the other side, his boots salt-soaked.
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
"They're poltergeists!" Knab blurst, eyeing the field, his eidetic memory having loosed a "stone" from his "rock collection" "Invisible unless to Scare - weak of body, immaterial"(low Fortitude)
◇) Automatic Knowledge vs Sentinels w/ Assurance in Religion (Master):24 = 24
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or a Skill Check to Swim!)
"Dog paddle - like this" Knab shows the maximum cupped hand motion for swimming - his own wide dwarven hands able to displace a large quantity of water in proportion to the rest of his body.
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Devise a Strategy vs Green Averill Quint, Aquatic Ghoul:1d20 ⇒ 11
◇) Devise a Strategy vs Averill Quint
◇) Known Weakness vs Averill Quint using w/ Assurance in Religion (Master):24 = 24
~) Mastermind Racket
◆◆) Strike x2
~) Critical Specialization: Knife(1d6+1 bleed)
◆) Parry (to AC 27)
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Like a sunken chest, Knab feels his feet into the sand and shifts his weight with a micromovement - one he knows will differentiate his strike from pretty sure to nearly a knockout - and gives the captain the old one-two!
◇) Automatic Knowledge vs Green Averill Quint, Aquatic Ghoul w/ Assurance in Religion (Master):24 = 24
◇) Devise a Strategy vs Averill Quint
◇) Known Weakness vs Averill Quint (If Automatic Knowledge fails, Knab will roll here @ +18 re-rolling CF or F w/ Hero Point - else he will use Assurance again)
~) Mastermind Racket
◆◆) Strike x2
~) Critical Specialization: Brawling (Fortitude DC 23 vs Slowed 1)
◆) Parry w/ Kin Ward (+1 circumstance bonus to AC to ally Kamil)
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)
Devise a Strategy vs Green Averill Quint, Aquatic Ghoul:1d20 ⇒ 18
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
One row puts us to where Ripfang and Rawiri jumped off...
Knab releases the oars and hobbles over to base of the mast. Engaging the fantasy, he attenuates his imagination, pretending to be the first mate (not the captain...) of a ship, and, grabbing a metaphysical harpoon, launches it with an overhand throw, right into the eye of the whale!
◆) Stride
◆◆) Disable
Religion (Master):1d20 + 17 ⇒ (12) + 17 = 29
The spirit moves him - without his own voice, he speaks "From hell's heart I stab at thee; for hate's sake I spit my last breath at thee!"
↺) Clue In(+1 circumstance to INT, WIS, or CHA skill)Non-stacking circumstance bonus!
Clue In (Remastered):
Frequency once per 10 minutes
Trigger: Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Knab imagines a short melee with the Green Gargarthezul Captain, and quickly realizes it's position given the rocking ship is momentarily advantageous, so he seeks to cast his die elsewhere...
Devise a Strategy vs Green GC:1d20 ⇒ 3
Devise a Strategy (Remastered):
You assess a foe’s weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you’re aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.
Attack Stratagem
If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
Skill Stratagem
You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
Bolded my emphasis
◇) Devise a Strategy vs Green GC
◇) Automatic Knowledge vs Purple Gargarthezul Captain
~) Mastermind Racket(Sneak Attack vs Foes successfully RKed)
◆) Step
◆◆) Twin Feint
~) Deny Advantage (Only flanked by more powerful foes)
...confounded again by the rocking ship, the certainty of a few seconds of skirmish elapses without changed result with the Purple Gargarthezul Captain, whom he similarly struggles to engage with, his dagger failing to find purchase.
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Knab stays keen on the field, two demons on his flank, and tracking five other moving objects at once; easy for his eidetic mind, which ordinarily slow, kicks into overdrive during times of stress!
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Skill Check!)
Inspired Stratagems (Tracker):
Day One
□ Merian
□ Muk Muk
□ Kamil
□ Rawiri
□ Zarina
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Knab grins - used to being bothered by more than one person at a time, he strikes back and forth with calculated precision!
◇) Automatic Knowledge vs Green Gargarthezul Captain
~) Mastermind Racket(Sneak Attack vs Foes successfully RKed)
◆) Interact to Draw Clan Dagger
◆◆) Clan's Edge w/ Protective Sheath(Strike two foes + Parry to AC 27 or 28 if Knab's Strikes hit!)
~) Deny Advantage (Only flanked by more powerful foes)
Whirling his lone and humble knife, he uses it's reflection to keep tabs on the foe behind him without taking them away from the foe before him - like some weird, heavy, slow, but deft dwarven ninja!
AC 18 or 19 parry | ♥️19 | Saves @ 4*/8**/7** w/ Rock Dwarf (+2) | Perception @ 7** w/ Darkvision| Speed 20
| ☘️ (?) | ✋ Clan Dagger | ⚕ none
Knab winces as Rawiri mispronounces his name, then rushes to save the tripkee in his ample arms, nimbler than he looks, with a sudden speed that belies his otherwise awkward and slow walking gait.
When the figurehead screams, he ducks and rolls!
Knab Reflex (Master) w/ Evasion (S > CS) Grab and 12 damage if CF (both DC 22):1d20 + 16 ⇒ (6) + 16 = 22@ 0 damage, free to move
Landing safely, he turns to the nearest ally "Gargarthezul, those three" he indicates with three thick stubby fingers, splaying in a triple point "Besmara's Demons. Careful because they can brand you with their tentacles, and next thing you know you'll be stealing from everybody" GM Note: That's a Gargarthezul, a demon associated with Besmara. They can brand a creature they hit with their tentacles, compelling them to piracy and stealing from their allies.
Assurance w/ Nature or Occultism:22 = 22 Assurance w/ Arcana or Religion:24 = 24 Religion (Master) to Disable Demon Ark:1d20 + 17 ⇒ (11) + 17 = 28
◇) Automatic Knowledge vs Gargarthezul Captains (3)
◆) Activate Bracelet of Dashing (to speed 30 one minute)
◆) Quickened Stride
◆◆) Disable
↺) Inspired Stratagem(Once per round, consuming his reaction, on the first ally to declare a Disable check against the Demon Ark, you may roll twice and take best result. Fortune)
Worn like an armband under his scraggy shirt, Knab activates a glyph, imbuing his stout legs with orange alacrity. Leaning down the ship to propel momentum, he races towards the Ark to study it, feeling it's runes with his fingers, and uttering a long lost dwarven dialect to exorcise it's demonic possession back into the deep!