Finally the thugs come back from their tour. They park the still half full cart in the yard and come in. "It went to shit. Three of our 'customers' don't want to buy anymore. And fancy hat, had imposters who sold him our wine before we did. The crates are in the cart. And we got only payed for four boxes." Sense Motive DC13: Big guy is worried he might be in trouble.
After a long moment staring contest the other thug shrugs and turns to leave. "I'll give your regards to the boss." He salutes with two fingers, picks up the crate, and follows his companion outside. A short squabble erupts among the four guys, to which the talking guy puts his foot down and then the group and the cart move on.
Perception DC20: No trouble. The boss will take care.
Will: 1d20 + 2 ⇒ (5) + 2 = 7 Finn pats the guy on the shoulder. "Dude. I'm not going to tell you what to do, but if our book keeper here doesn't come to work tomorrow, Gorm will be pissed." Luckily for Arawyn Finn doesn't notice, that her shoulder isn't where it looks like it is. Finn moves on to the Blue Marlin.
A while later Finn comes. "Ok. Stand there, feet shoulder wide apart, arms outstretched." He pats her down to check if some of the goods got lost in the nooks of her dress. As he is done he gives her a slap on her butt. "You're free to go. Here is your pay." He holds out a stack of silver coins. Of the 10 silver he takes two. "That is my provision for getting you this job. The rest is yours. Come back tomorrow to Gorm directly. He will introduce you to your new job you're doing from now on."
Finn leads Persephone into the storage room. It is much smaller than the other warehouse, but contains a different kind of goods. Smaller crates, things in shelves, but also a few big crates as in th elarge warehouse. "System is the same. Rows are labeled here, the numbers are written there, and for most things it should be obvious what they are. Closed crates simply go by the number sometimes. Don't leave. I'll come look after you later and check you didn't pocket something. Gorm is serious about that."
As Persephone appears for work at the dock again Finn has 'good' news. "You get to do inventory again if you want to avoid hauling boxes. The boss found once too often that something still in the books refuses to be found. And now he demands to know what is there and what is missing." He leads her to the three story building with the yard and the storage facility behind. Once there he introduces her to a clerk. "Hey Gorm. Here is Percy. She can do the inventory for ya."
"Well, good work." he tells going over the list. "Here are your two silver. Come along, your meal waits." "Name's Finn. What's your's?" Finn inquires. He leads the short way to the Blue Marlin, a wooden building pressed between two warehouses. Two stories high, but only 20 feet wide. Entering through the swinging doors the houses real size becomes clear. It is about sixty feet from the entrance to the bar. And to the right and left of the narrow there a jostling crowd fills the tables. Finn raises his hand and makes a few signs, before pointing to a table with two vacant seats. Taking one, he pats on the seat besides him "Sit down."
A cold chill creeps up the man's spine as he is surrounded by the white that clouds his vision and numbs the sound. He considers to run. But what would he tell my boss? He stabs at the elf again, in hopes of somehow getting the upper hand. stab: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (6) + 3 = 91d100 ⇒ 59
The men and their cart move on through the old part of town until they stop in front of a nice restaurant. An unhappy looking man comes out and another crate changes hands for a substantial amount of money. And further on it goes. Through the narrow alleys meandering through the old part of town the next stop is a back alley where the chief of the two enters a small general store through the back entrance.
Meanwhile the two dock workers come along, one of them pushing a two wheeled cart with some crates on it. They walk unhurried, joking about something. They stop in front of The Pig's Whistle. The one doing the talking grabs a crate and carries it inside. "Good morning. Here is your delivery." he tells and puts the crate on the counter.
About Krogar the Blessed BloodMale Human (Shoanti)
Init: +5 (+4 Dex, +1 Insight (cracked dusty rose prism))
Saving throws breakdown:
Fort: +12(base) +5(Con) +5(Cloak, resistance) +1(ioun stone, competence) +2(Lisalla tattoo, profane) Ref: +9(base) +4(Dex) +5(Cloak, resistance) +1(ioun stone, competence) Will: +4(base) +4(Wis) +5(Cloak, resistance) +1(ioun stone, competence) +2(Iron Will) HP: 193
AC: 25 (10 +4 Dex +1 Dodge +2 Deflection +7 Monk +1 Insight)
CMD: 48 (10 +16 BAB +7 Str +4 Dex +1 Dodge +2 Deflection +7 Monk +1 Insight)
Attack bonuses:
General bonuses: +7(Str) +16(BAB) +1(Ioun stone, competence) +2(bloodrage) 7-branched sword: +5(enh.) +1(weapon focus) +2(furious) Unarmed Strike: +4(enh., GMW) Sunder: +2(Improved sunder) Grapple: +2(Improved grapple) +2(Signature move, Ruby Phoenix Tournament, morale) Power Attack: -5 vs nagaji and nagas: +1 circumstance vs nagaji and nagas (Lore of the Lotus Annals boon) Damage:
7-branched sword: 1d10 +10(Str) +15(Power attack) +5(enh.) +5(rage + furious) +10(raging brutality) Unarmed Strike: 2d6 +7(Str) +10(Power attack) +2(bloodrage) +4 (enh., GMW) +7(raging brutality) vs Evil Outsiders: +1d6 (celestial bloodline, during bloodrage) vs Demons: +1 (Siege-hardened boon) Feats:
Extra rage (lvl 1) Power attack (lvl 1, human) Dodge(Monk 1) Improved Unarmed Strike (monk 1) Stunning Fist(monk 1, DC 20, 12/day) Iron Will (lvl 3) Improved Grapple (monk 2) Improved Sunder (lvl 5) Mobility (monk 6) Weapon Focus (7-branched sword) (lvl 7) Improved Iron Will (lvl 9) Extra Rage (lvl 11) Medusa's Wrath (monk 10) Dimensional Agility (lvl 13) Raging brutality (lvl 15) Improved Critical (7-branched sword) (monk 14) Bloodrage (23/day, +4 Str, +4 Con, +2 Will, -2 AC, good-aligned melee, +1d6 melee dmg to evil outsiders):
The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Fast Movement (+10 to base speed +40 enhancement bonus):
A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed. At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.
Flurry of blows (+2 attacks with full BAB):
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning fist(14/day, DC 22, stunned 1 round, fatigued, sickened 1 minute, staggered 1d6+1 rounds):
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike 2d6:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Improved Evasion:
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Uncanny Dodge:
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. Ki Pool(11 points + 2 in Ring of Ki Mastery):
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Ki Powers:
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once. Barkskin (SL): 1ki, +5 enh. bonus to natural AC, 120 minutes Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
Restoration (self only, 2 ki points)(SL)
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Abundant Step (960 ft.) (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Still Mind (Ex):
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Style Strike (Ex):
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Flying kick (40 ft.): The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick. Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Tongue of the Sun and Moon (Ex):
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect. Major Equipment:
+5 Furious Adamantine Sword, Seven-Branched: This unusual sword has a straight 2-foot-long blade with six shorter L-shaped blades protruding, three on each side in a staggered pattern. Benefit: The shorter blades can be used to snag opponents’ clothing or armor, or can target weapons in order to disarm them. To snag armor or clothing, the attacker makes a trip attempt. If successful, the victim doesn’t fall prone, but instead is snagged and stumbles forward, leaving the victim flat-footed for the remainder of the round. +5 Cloak of resistance: +5 resistance bonus on saving throws Headband of Mental Superiority +4: +4 enhancement bonus to Wisdom, Intelligence, Charisma. Skills: Diplomacy, Knowledge (local) Dusty Rose Prism Ioun Stone: +1 Insight bonus to AC. Resonance: +1 Insight bonus to CMB. +6 MWK Composite Longbow Belt of Physical Perfection +4: +4 enh. bonus to Str, Dex, Con Ring of Protection +2: +2 deflection bonus to AC Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. Cracked Pale Green Prism Ioun Stone (attack rolls): +1 competence bonus on attack rolls
Ring of Ki Mastery: This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.
Eyes of the Eagle: +5 competence bonus on Perception Boots of the Cat: The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Four-leaf clover: This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn. Buffering Cap: Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage. Cracked dusty rose prism: +1 Insight bonus to Initiative Cracked tourmaline sphere ioun stone: +1 Insight bonus vs death effects Blood reservoir of physical prowess: take up to 4 Con damage and store up to 4 charges. Command word to spend some charges to heal 1 physical ability damage per charge consumed. Command word to consume all charges and gain an inherent bonus to one physical ability score equal to twice the number of charges used until the end of the wearer's next turn. Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion.
Swarmbane Clasp: An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
Boons:
Friend of Janira Gavix: +1 on knowledge checks attempted while in the Grand Lodge. Ekujae's Blessing: endure elements while in head <= 100F Kaghaze Redeemed: When you adventure in Mwangi, Sargava, Shackles, Sodden Lands you receive +1 animal bane arrow, vial of antiplague, potion of CSW Mercy's Blessing: You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result. Nira's Gratitude: If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once. Elemental Conquest (fire): +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtipe and against spells with the fire descriptor. Check box as swift to grant one weapon flaming quality for a minute. Snowmask Induction: endure elements while in cold >= 0F Valais's Wisdom: reroll a saving throw against demon's compulsion or posession effect. Lissalan Library: +2 on Knowledge(religion) about Lisalla and her cult. Teetering Alliance: -2 on Diplomacy, Bluff, Intimidate vs hellknights The Lantern's Secrets: Once per adventure add 1d4 before rolling an Intelligence check Siege-Hardened: +1 damage vs demons Deep sky explorer: Gain energy resistance 10 for 1 minute as swift. Lore of the Lotus Annals: +2 on knowledge about nagas, nagaji, Nagajor, Nalinivati. +1 on attacks and Cha-based skill checks vs nagaji and nagas. World Renowned: +2 on Bluff, Diplomacy, Intimidate vs pathfinders and Tian Xia people. Signature move: +2 morale bonus on grapple Stavian's secret: +2 on Knowledge(nobility) about Taldan OR +2 on intimidate vs Taldan citizen on one check. Skills:
Acrobatics +21: +14 ranks +4 Dex +3 class Appraise -1: -1 Int Bluff -2: -2 Cha +2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights Climb +11: +1 rank +7 Str +3 class Diplomacy -2: +1 ranks -2 Cha +2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights Disable Device* +4: +4 Dex Disguise -2: -2 Cha Escape Artist +8: +1 rank +4 Dex +3 class Fly +4: +4 Dex Handle Animal -2: -2 Cha Heal +22: +14 ranks +4 Wis +3 class +1 trait Intimidate -2: -2 Cha +2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights Knowledges +2 on knowledge about nagas, nagaji, Nagajor, Nalinivati. +1 on knowledge checks attempted while in the Grand Lodge. Knowledge (Arcana) +3: +1 rank -1 Int +3 class Knowledge (Dungeoneering) -1: -1 Int Knowledge (Engeneering) -1: -1 Int Knowledge (Geography) -1: -1 Int Knowledge (History) +3: +1 rank -1 Int +3 class Knowledge (Local) -1: -1 Int Knowledge (Nature) -1: -1 Int Knowledge (Nobility) -1: -1 Int Knowledge (Planes) -1: -1 Int Knowledge (Religion) +3: +1 rank -1 Int +3 class +2 about Lisalla and her cult Linguistics +0: +1 rank -1 Int Perception +26: +14 ranks +4 Wis +3 class +5 Eyes of the Eagle Profession(trainer) +8: +1 rank +4 Wis +3 class Ride +8: +1 rank +4 Dex +3 class Sense Motive +9: +2 rank +4 Wis +3 class Sleight of Hand* +4: +4 Dex Spellcraft +3: -1 Int +1 rank +3 class Stealth +8: +1 rank +4 Dex +3 class Survival +8: +1 rank +4 Wis +3 class Swim +11 : +1 rank +7 Str +3 class UMD -2: -2 Cha |