Male Human Bennies 4/2
Chang Caine wrote:
"I do not understand what you men by 'hobbies'. I only do what must be done, and that takes all my time".
Male Human Bennies 4/2
Kwan breathlessly bursts back into the room. "Kwan heard something not right further up the valley. Let us go and see if someone needs help. I'll go get the others". Kwan takes off to the tavern to give the rest of the crew the same warning. This is assuming that the cry was not close. If it is then he will knock on the door of the church, warning those inside, then drawing his daggers move towards the sound.
Male Human Bennies 4/2
Kwan keeps restlessly walking the floor, peering out the windows, and just generally agitated. "Do you have any old clothes that might fit me a little better"? He asks Chang. Finally he finds a quiet place to grab a little sleep, to exhausted from the ordeal to continue. What is happening here? I feel we are playing with a danger even greater than my previous situation. Can I trust these men? Has their judgement been altered? Kwan drifts of into a nightmare plagued sleep, removing his Katana from it's guitar case, and sleeping with it close to his body.
Male Human Bennies 4/2
Kwan jumps up as surprised by the gunfire as Tewfik was, and begins to furiously wipe blood, and brain matter off his skin and clothes. He looks at the Father with disproving eyes, and simply shakes his head. He then walks to wherever the man stored his clothing for something less blood splattered to change into.
Male Human Bennies 4/2
Kwan is only startled for a moment, then quickly reacts his training kicks in, and he decides to try and grapple the man, holding him from doing whatever he's doing. 1d8 ⇒ 3 Fighting (Opposed)
Sigh...Kwan looks ridiculous And another Bennie spent. 1d8 ⇒ 8 Fighting 2 Total of 19
And is able to tie the man into such a pretzel that you can't tell whose limb is whose. Grappled and shaken 1d10 ⇒ 7 Agility roll to maintain grapple
Male Human Bennies 4/2
Kwan quickly evaluates the scene, and moves to subdue the man. 1d4 ⇒ 3 Notice
He takes a flying leap across the room in an attempt to stop the man from doing whatever it is he's doing. "Stop! 1d8 ⇒ 5 Unarmed Attack
And lets spend a benny here 1d8 ⇒ 1 Unarmed Attack b
sigh Kwan launches himself into the room, and just when it seems he is about to tackle the man, his foot becomes tangled up in the sheets, and he ends up lying beside the man in the bed.
Male Human Bennies 4/2
Frustrated at the others lack of urgency, and fearful that something bad is about to happen due to the chanting, Kwan decides it's time to enter the room, and deal with the current threat. 1d8 ⇒ 3 STealth
1d6 + 2 ⇒ (5) + 2 = 7 Lockpicking (If required)
1d8 ⇒ 2 STR roll (If required)
Male Human Bennies 4/2
Kwan remains silent and watchful as usual. He wonders somehow if this is not part of the act, until he sees the real fear on the young woman. He continues a silent circuit of the area, looking for any signs of trouble. 1d4 ⇒ 4 Notice Total of 10
Looks like Kwan got the luck d4 this time :-)
Male Human Bennies 4/2
1d4 ⇒ 1 Notice
1d4 - 2 ⇒ (3) - 2 = 1 Streetwise
Kwan is so distracted by the revealing outfits, and sinuous movement of the dancers to notice anything other than his intense embarrassment at the scene. He is both attracted and repulsed by the display, and longs for the time to pass for his clandestine entry to the museum.
Male Human Bennies 4/2
Cain... I'm a bit confused. You have a Chinese name, but speak Japanese, and have studied Japanese martial arts. In addition at one time in your history you've said you're from Tokyo, yet call Shanghai your home. Not trying to be confrontational, just need to know the scoop so I can interact with the fellow easterner in the group.
Male Human Bennies 4/2
1d4 ⇒ 2 Notice
"I am known as Kwan". "What are you called"? When he can get one of the other investigators alone again...probably the good father he whispers to him. Spoiler: This basement seems smaller than it should, and those bricks look different from the rest.
Male Human Bennies 4/2
Fr. Murphy wrote:
Kwan simply nods at the man. He is a holy man so he must be right... still Kwan could not help but wonder if they were leaving those they encountered better off... or worse.
Male Human Bennies 4/2
Kwan is only too happy to don the new outfit, and shows his great appreciation at the new clothes. As he's never been in a chauffeur driven car, so he's not exactly sure of his purpose, but these are new and sturdy clothes, and people don't look at him as much... especially when he's not carrying his worn guitar case. He is only too happy to accompany the good father, though his pattern of choices does seem a bit odd to young Kwan.
Male Human Bennies 4/2
Aubster wrote:
Kwan simply smiles and nods at any who address him.
Male Human Bennies 4/2
Kwan is astounded at the sumptuous quarters he is given, with no need to share. His extended family could live in this space. Given his normal reserved outlook, he decides to walk the hotel, and check exits, entrances, security etc, before joining the others for High tea... Which is something he understands and appreciates.
Male Human Bennies 4/2
Kwan stows away aboard the vessel, using the skills he learned on the way to the USA. He notes where each other member of the party stays, and counts on them to provide him food, and occasionally a place to hide. He encourages the men to spend more time on deck in the sun, and less time reading these books. He informs them that he senses changes in them after they read the tomes. 1d8 + 2 ⇒ (2) + 2 = 4 Stealth 1d6 + 2 ⇒ (4) + 2 = 6 WD Total of 6
Male Human Bennies 4/2
Still here guys. Just Kwan is not much in the way of research. He's the muscle and observation element. Kwan once again finds shelter at the nearest homeless shelter for the evening, and returns to the meeting place after his morning gruel. "Someday I would like to learn to read words".
Male Human Bennies 4/2
Kwan is thankful for the invitation to keep watch inside out of the cold. Usually when he kept watch, the violence began immediately, but his waiting had left him a bit cold. In addition his threadbare coat did little to dampen the chill. 1d8 + 2 ⇒ (1) + 2 = 3 Stealth
He finds an OK place to conceal himself, but anyone coming down the stairs would see him easily.
Male Human Bennies 4/2
Kwan leaves the others with a smile and nod, and heads of to the nearest homeless shelter. He hopes to blend in and keep from drawing attention. As he finds a semi-warm spot, he uses his worn guitar case for a pillow, and sleeps till sunrise. He then wanders around a bit until it is time for their meeting.
Male Human Bennies 4/2
1d6 ⇒ 2 Spirit
And since bennies don't carry over, and they're getting ready to reset, I might as well use the last one, since I can choose whichever I want to keep. 1d6 ⇒ 4 Spiritb
Kwan will spend his time to carefully gather up all his daggers, paying particular heed to the obviously magnificent one he got from MuKunga after lowering the stone back into place. He obviously expresses no interest in the book, since he can't read.
Male Human Bennies 4/2
Kwan eyes his last dagger, and wishes for success, also aiming for the head of the zombie. 1d8 - 4 ⇒ (1) - 4 = -3 Aimed Dagger to head (If gang up bonuses apply then feel free to adjust). 1d6 - 4 ⇒ (2) - 4 = -2 Piercing Damage And since we're close... spending a bennie to re-roll 1d8 - 4 ⇒ (8) - 4 = 4 Head shot Total of 8 Hit with a raise...
1d8 + 1d4 + 1d6 + 4 ⇒ (8) + (1) + (5) + 4 = 18 Damage Total of 20 Damage To head.
Dang... Throwing knives is fun...
About Thibbledorf PwentBackground:
Thibbledorf Pwent was slowin' down. No question about it, he felt the chill in his old bones. He heard the whispers in the Gutbusters, that their leader was losing the old fire. T' the Abyss with that, but damn if he wasn't starting to have trouble thrashin' the youngsters who said it. He was gettin' ready to hang up his helmet and retire to the forge, thinkin' he might finally be just in the way of the real fighters. He had fought bravely in the Third Orc War, before the truce that brought about the Kingdom of Many-Arrows, but it seemed those days were over, and with relative peace returning to the lands around Mithral Hall, who still needed an old Battlerager?
And then, the world went mad. Devils, demons, and manner of hellspawn flooded into the Realms, and the lands of Icewind Dale and Mithrall Hall were no exception. NUTSHELL VERSION
Feeling he's failed his King, Pwent leaves Mithral Hall to find somewhere he won't be so useless. While wandering Icewind Dale, he nearly falls to rogue demons, but is saved by Wulfgar, who convinces the old dwarf that he may yet be able to find some way to help the Hall. The two travel together for some time, and eventually come across a high mountain village, still hidden from the demonic forces, that is being menaced by a nearby evil wizard. The wizard, once a good man and guardian of the area, became obsessed with finding a way to thwart his own mortality. He has acquired many varieties of immortality-inducing artifacts, but has not yet made the discovery of halting the aging process in truth. Rumors in the village indicate that the wizard is about to make a deal with the demons, trading the lives of the villagers in exchange for further longevity, and Wulfgar and Pwent set out to stop him. Being the heroes they are, they succeed, and acquire the wizard's Mantle of Immortality as well as a nacreous gray ioun stone, and a few other trinkets. Pwent puts on the Mantle, restoring his youth and strength, and Wulfgar takes the ioun stone. The two fight their way back across the Realms and return first to Icewind Dale, and then Mithral Hall, where they find it under siege. Breaking through the lines, they make their way to where King Bruenor is planning a last stand to allow the young and the wounded to escape deep into the mountain while he mounts a doomed rescue attempt for the captured Drizzt. Pwent insists that the King's place is with his people, and that he must let Pwent take his place. Several former members of the Gutbuster Brigade volunteer to stand beside Pwent, and Bruenor, reluctantly, agrees. Before the rescue attempt can be mounted, though, the devils launch a full-scale assault, catching the dwarves unprepared. The rejuvenated Pwent, along with the Gutbuster Brigade and mighty Wulfgar, fight a desperate bloody battle to push the devils back, so that the King might escape with what remains of his people. It's a spectacular, bloody mess to be sung of for ages to come, Pwent and his Gutbusters surrounded by the shredded remains of the demons fool enough to get within his reach. Just before being completely buried beneath the swarms of hellspawn, Pwent sees Drizzt Do'urden fighting to get to Bruenor. With a roar and a shake that practically blows apart the demons covering him, Pwent charges forward and clears the path for Drizzt to get to Bruenor before going down for the last time. His last sight is of Drizzt's flashing swords cutting down the demons attacking the Battlehammer ruler. He awakens in Clangeddin's hall, content that he died the best death a warrior could, fighting for his King and friend, although he regrets not living to know the ultimate fate of Bruenor or the rest of his people. But the Wyrmslayer, impressed at Thibbledorf's ferocity, tenacity, and above all, his supreme loyalty, offers him one more chance - to return to Toril as his Chosen and help restore balance to the plane. Pwent leaps at the chance, literally, and the God of Battles makes good on his word. NUTSHELL OF NUTSHELL
Rejuvenated, Pwent returns, arriving while Drizzt is captured and Bruenor is plotting a rescue attempt. Before they can mount the rescue, the demons attack all out, and Pwent fights bravely but is about to go down when he sees Drizzt fighting his way through to Bruenor. Pwent surges up with the last of his strength and clears the way for the mighty drow to get to the dwarf king before going down for the last time. He wakes up in Clangeddin's hall, and is offered the chance to be the chosen of the dwarven God of Battles. Description:
Defenses:
HP:150 + Mythic (Don't remember champion HP, book at home!) AC: 26 = 10 + 11 (Armor) + 3 (Ring) + 2 (Dex)
Fort: 14 = 8 (Barbarian) + 3 (Fighter) + 3 (Con)
Offense:
Grapple Bonus: +35 = 15 (BAB) + 11 (Rage Str) + 4 (Feats) + 2 (Belt) + 2 (Armor) +1 (Pit Fighter) Grapple Notes: as a move action (two grapples in full round) - if succeed on either, third grapple as swift action. On any successful grapple, constrict (1d6+11). Also, a bite attack at -5 BAB with every grapple attempt, if it connects the grapple is at +2. Grapple Damage: 1d6 + 2d6 (Vicious) + 11 (Strength) + 3 (Magic) +3(Brawler) = 1d6 + 2d6 + 17
Bite Damage: 1d4 + 5 (1/2 Strength)
Feats:
Fighter Level 1 Bonus: Power Attack Level 1: Improved Unarmed Strike Level 3: Improved Grapple: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Level 5: Improved Overrun Level 7: Greater Grapple: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. Level 9: Rapid Grappler: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check. Level 11: Spiked Destroyer: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus. Level 13: Greater Overrun Level 15: Chokehold: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold. Fighter Level 2: Pinning Rend: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat. Skills:
Total Points: 54 Acrobatics: 6 Climb: 6 Craft: 6 Intimidate: 6 Knowledge (Dungeoneering):6 Perception: 6 Profession (Battlerager): 6 Survival:6 Swim:6 Alternate Racial Features:
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability. Alternate Class Features:
Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge. Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement. Close Control (Ex): At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1. Pit Fighter (Ex): At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense. Close Combatant (Ex): At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2. Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.
Rage Powers:
Level 2: Animal Fury Level 4: Strength Surge Level 6: Powerful Blow Level 8: Bleeding Blow Level 10: Body Bludgeon Level 12: Overbearing Advance Mythic Abilities:
Atrribute Enhancement: Strength x2, +4 Mythic Feats: Tier 1) Power Attack Tier 3)? Tier 5)? Champion Strike: Sudden Attack Champion Path Abilities: Tier 1) Aerial Assault 2) To the Death 3) Precision 4) Always a Chance 5) Fleet Warrior Equipment:
240,000 gold. Armor:+2 Mithral (+9000) Grinding (+1) Titanic (+3) Adhesive (+7000gp) Full Plate (1500) - 53,500 ~ +3 Armor Spikes, Vicious (+1) - 32,050 Belt: Anaconda's Coils - 18,500 Chest: Mantle of Immortality - 50,000 Feet: Boots of Striding and Springing - 5,500 Neck: Mind Sentinel Medallion - 3500 Ring 1: Protection +3 - 18,000 Ring 2: Minor Energy Resistance (Fire) - 12,000 Shoulders: Juggernaut's Pauldrons - 40,000) |