Cheiton

Kogril Emberforge's page

42 posts. Alias of GM Netherfire.


Classes/Levels

current hp: 55/55

About Kogril Emberforge

description:

At first glance, this dwarf appears to be on his way to a fine social event. Like any dwarf, he stands head shorter and stockier than men and elves, but among his own kind he does not look especially tough or strong. His dark brown beard gleams softly with golden bands woven into the intricate braids. A blue cloak with golden embroidery hangs from his shoulders and is drawn smartly around his waist with a leather belt clasped with a round blackwood buckle in the shape of a panther’s head. Where the cloak does not conceal, a shirt of silvery chainmail covers his chest. Silver also sparkles from the many rings on his thick fingers -wide bands that cover whole phalanges and display extremely detailed designs wrapped around gemstones. Boots of supple black leather outline his airy gait -the walk of one who expects attention, if that could not be discerned from the finery he wears.

A pair of azure rimmed goggles crown his lined brow, with narrow slits for eyes holes, kept out of the way of his bemused eyes. Swinging from a belt loop is a large pick, looking a little too fancy to be a simple mining tool. These two items set him apart from nobility, in spite of how this dwarf of means carries himself.

Strangers find the dwarf to be amicable, good-natured, and at times, rather blunt. Through polite conversation, he speaks proudly of his family in the silversmithing business. From their mines in the Mindspin Mountains to the crafting in Janderhoff, the Emberforge clan is a known and sought after name in the jewelry markets.

Kogril Emberforge
Swashbuckler 8
NG Medium Dwarf
Init +4; Senses Darkvision 60ft; Perception +8
XP 34,700/50,000

Defense
AC 25, touch 17, flat-footed 18 (10 +4 Dex +5 Armor +1 Shield +3 Dodge +1 Deflection +1 Natural)
hp 55 (8d10+8[con] +4[favored class])
Fort +4, Ref +10, Will +4 (+2 vs poisons, spells, and spell-like abilities)
Speed 25 ft.

Offense
Melee Kindness, +1 adamantine heavy pick +14/+9 (1d6 + 4 +8[precise strike] /19-20x4)
masterwork cold iron short sword +14/+9 (1d6 + 3 +8[precise strike] /17-20x2)
masterwork dagger +14/+9 (1d4 + 3 +8[precise strike] /17-20x2); slashing: (1d6 + 2/19-20x2)

Ranged mwk composite (+2) shortbow +13/+8 (1d6 + 2/x3); range 70ft
masterwork dagger +14/+9 (1d4 + 3 +8[precise strike] /17-20x2); range 10ft (precision damage applies within 30ft)

Statistics
Str 14, Dex 16[18], Con 12, Int 10, Wis 12, Cha 14[16]
Base Atk +8/+3; CMB +10; +12 Disarm CMD 21; 23 vs Disarm; 25 vs Trip and Bull Rush
Feats Fleet, Combat Reflexes, Dodge, Lunge, Combat Expertise, Improved Critical, Improved Disarm
Traits Jeweler (+1 Disable Device, class skill)
Skills (0 ACP)
Acrobatics +11 (4 Dex + 4 ranks + 3 class skill)
Appraise +3 (0 Int + 3 ranks) (+2 for precious metals and gemstones)
Bluff +9 (3 Cha + 3 ranks + 3 class skill)
Craft (jewelry) +6 (0 Int + 3 ranks + 3 class skill)
Disable Device +10 (4 Dex + 2 ranks + 3 class skill +1 trait) (+5 with goggles)
Diplomacy +7 (3 Cha + 1 ranks + 3 class skill)
Escape Artist +9 (4 Dex + 2 ranks + 3 class skill)
Heal +1
Intimidate +7 (3 Cha + 1 ranks + 3 class skill)
Knowledge (arcana) +0
Knowledge (dungeoneering) +1 (0 Int + 1 ranks)
Knowledge (engineering) +0
Knowledge (geography) +0
Knowledge (history) +0
Knowledge (nature) +0
Knowledge (local) +4 (0 Int + 1 ranks + 3 class skill)
Knowledge (nobility) +4 (0 Int + 1 ranks + 3 class skill)
Knowledge (planes) +0
Knowledge (religion) +0
Perception +8 (1 Wis + 4 ranks + 3 class skill)
Perform (dance) +7 (3 Cha + 1 ranks + 3 class skill)
Profession (miner) +5 (1 Wis + 1 ranks + 3 class skill)
Profession (jeweler) +5 (1 Wis + 1 ranks + 3 class skill)
Sense Motive +8 (1 Wis + 4 ranks + 3 class skill)
Sleight of Hand +8 (4 Dex + 1 ranks + 3 class skill)
Spellcraft +0
Stealth +6 (4 Dex + 2 ranks)
Survival +1
Use Magic Device +3
Modifiers: ACP (0) or ECP (0)

Class Abilities Panache (3), Deeds, Swashbuckler Finesse, Charmed Life 4/day, Nimble +2, Weapon Training +1 (Improved Crit w/ one-handed piercing weapons),

Deeds:

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can stand up from prone as a move action without provoking an attack of opportunity. She can stand up from prone as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.

Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.

Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposely miss a creature she could make a melee attack against with a wielded light or one-handed piercing melee weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.

Targeted Strike (Ex): At 7th level, as a full-round action, the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted (see below). If a creature doesn't have one of these body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

-Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
-Head: The target is confused for 1 round. This is a mind-affecting effect.
-Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
-Torso or Wings: The target is staggered for 1 round.

Racial Abilities Slow and Steady, Darkvision 60ft, Defensive Training (+4 AC vs Giant subtype), Greed (+2 Appraise for metals and gems), Hatred (+1 attack rolls against orc and goblinoid subtypes), Hardy (+2 vs poison, spells, spell-like abilities), Stability (+4 to CMD vs Bull Rush or Trip attempts), Stonecunning (+2 Perception for unusual stonework, automatic Perception check within 10ft),

Languages Dwarven, Common
Gear +1 Mithril Shirt of Light Fortification (+5 AC, +6 MD, 0 ACP, 25% chance of negating critical and sneak attack damage), Darkwood buckler (+1 AC, 0 ACP), +1 Adamantine Heavy Pick, Ring of Protection +1, Beardbeads of Alluring Charisma +2 (headband slot), Belt of Incredible Dexterity +2, Cloak of Resistance +1, Goggles of Minute-Seeing, Amulet of Natural Armor +1, mwk composite (+2) shortbow, 40 arrows, 3 sleep arrows (DC 11), 3 grappling arrows, mwk cold iron shortsword, wrist sheath: mwk dagger w/ hollowed pommel, Handy Haversack

Handy Haversack:

mwk jewelers tools, mwk thieves tools, 50ft silk rope, caltrops, 50ft twine, waterskin, whetstone, 10 dwarven trail rations, 3 acid flask, 5 alchemists fire, thunderstone, tanglefoot bag, mending paste, smokestick, 3 tindertwigs, 3 antitoxin, 3 antiplague, bladeguard, 3 CLW potions (1d8+1), 2 Air Bubble potions, 1 oil of Hairline Fractures, 1 Ironbeard potion, 1 vial of holy water

Total weight: 48.5/100


Current Carrying Weight 46.5 lbs
Light load limit: 58lb; Medium: 116; Heavy: 175; Lift Off Ground: 350lb; Push/Drag: 875lb
Currency 10pp 459gp 8sp 5cp

If Kogril is searched/frisked:

Perception DC 25:

A brilliant blue topaz of sparkling facets is wrapped in soft leather and folded to hide on the inner waistline of his trousers.

Perception DC 22:

A dagger is concealed in a hidden wrist sheath under the wooden buckler on his left forearm.

backstory:

Kogril was always welcome to the Emberforge dining hall, he knew that. He sometimes preferred the company and meals of regular folk, his father knew that too. But something about this summons to Mithral Hall made the youngest of seven sons uneasy. Nevertheless, he answered, because family always comes first.

The courses of the meal followed his expectation, every roast spiced and bloody and every mug of beer dark and heavy -every sip and bite deliciously complementary to the other. Mother had always stressed the green foods, he was told, and though she was no longer among them, the bowl of greens was there among the meats, cheeses, and breads. No one had yet touched the bowl, and probably wouldn’t by the end of supper. After asking if he was well as they were sitting, his father and brothers paid him little heed, save for Toglin. The third-eldest of the siblings had grown very fat over the past decade, but always regarded Kogril warmly. Each sibling took a turn discussing aspects of the family business that had been delegated to them by the eldest dwarf in the room, their father. Lord Vogrir Emberforge, a dwarf with a mind for business and politics, had built the clan’s jeweling business into what it was today, and had grown accustomed to his lifestyle of silk and silver before Kogril was even born. The youngest remembered when his father’s beard had color, recalling also an upbringing with many bruisings from sibling and parent alike. An upbringing that taught him to run, and run quick. Now, Lord Vogrir’s white braided beard had a silver sheen to it, with rings of gold and platinum, each ring embedded with the most costly of gemstones. Even Kogril, with his eye for sparkling things, found it distastefully gaudy.

“Kogril, my son, it is good to see you with us again,” Lord Vogrir rumbled from his seat at the end of the long table. The youngest felt fourteen eyes turned to him, most of them indifferent or unfriendly. Everyone except Toglin was finished eating.

“Yes,” Kogril forced a smile, “It is good to be seen, father! Hehe…” His joke earned not so much as a smile anyone at the table. It was a weak joke anyway.

“Come here to my side. I do not wish to raise my voice to end of the table. There is something I wish to discuss with you.”

Kogril obeyed and slid out of his seat, making quick strides to the end with the fanciest and softest chair. His father pushed a scroll with a broken seal into his hands. The wax was blood red, but before the youngest can recognize the seal, his father said, “It’s a letter from the house of Thrune, in Cheliax. They seem to be having some trouble with one of their penal colonies, on an island called Deepmar, not far from Vyre.”

Cheliax. House Thrune. Names that recall readings of a bloody civil war, devil worship, and rule with an iron fist. Kogril worried where this talk was going, but kept silent. The name “Vyre” did not seem familiar; the youngest knew it was not in Varisia, at the very least.

“The House Thrune… helped our business many years ago, with persuading some troublesome competition here in the Mindspin Mountains. That was a long time ago, when I had three sons.” Lord Vogrir flitted a disdainful glance to Toglin, who quietly chewed on a sausage at the moment. “And I see that they have not forgotten our end of that arrangement.”

“ Since you enjoy the company of uncouth commoners so much, I thought it fitting to send you to see what becomes of the unlawful when there is power to enforce order. Deepmar is a mining facility, and I also wish for you to find out what they mine and if it can be of use to us. Officially, you are to see of what aid you can be to the ruling house of Cheliax in this matter. I will send word to them to expect your arrival in Kithargo. Present and conduct yourself in a manner befitting of the Emberforge name -we want them to think we are sending our best.”

Kogril noticed the exchange of grins and glances among his brothers at the slight. His father did not smile, but the youngest sensed the mockery in his smug brown eyes. He could not resist a jape in return. “You have my word, father. They shall hear of the glories we have achieved here in Janderhoff, chiefest among them your ability to piss hot silver and shi-”

A backhand ringed in hard gemstones whacked the seventh son hard enough to lose his balance. For his old age, the Lord of Mithril Hall moved surprisingly quickly. Kogril straightened, the taste of blood on the right side of his teeth. His brothers did not so much as flinch when he was struck, and now all of them avoided his gaze. His father’s eyes burned with anger. “Get out. You will do well to keep a civil tongue in my court, and in the court of Cheliax! If you disgrace the family name in any way, you will not be welcome back! Do not fail me as you did in Korvosa!”

The youngest dwarf was so shocked from the threat of disownment that he nearly missed the reminder of his errand to the neighboring trade city. In any other circumstance, the memory would have brought a smile to his face. But for a moment, he did not know what to say. Difficult and unkind they might be, this was still his family, and he belonged here. At length, he gave a brief bow and mumbled, “Of course, father. I swear I will not besmirch the Emberforge name. I shall make preparations immediately and depart at first light.”

After another bow, he turned and strode for the wide wooden doors. Toglin, as Kogril passed, lifted a sympathetic look to him, but the youngest son marched on, determined now to keep his place in the Emberforge clan. The sound of his footsteps echoed off the walls of the silent hall. As he pressed his hand on the door to push, he turned to look back. His father, Lord Vogrir, glared at him from across the large room, and his brothers, some of them ignored him and some of them watched his exit indifferently. His favorite brother stretched across the table to pluck a single leaf from the salad bowl. With a smirk, Kogril pushed through the door and turned his mind to the task ahead. First things first: I need to find a map. Where in nine hells is Kithargo?