Name: Nolq
Nolq was quite interested in what Zahir might have to say about the bear incident, so casually borrowed his journal to catch up on how the trip was going according to his friend. While disappointed that Zahir seems to have forgotten all about making his (our) fortune, and surprised that Zahir actually seems to care about this whole "friends of the forest" latrine sewage, it was gratifying to see that Nolq's quiet defense of his friend was noted and appreciated. Zahir's journal was confusing in one respect though, Nolq was sure that Zahir had shouted "murderer" himself as some sort of taunt or practical joke aimed at the fickle members of our party. Nolq had been very proud of this assumed subterfuge on his friend's part, as it's consequence surely showed who could be trusted, and who must be watched. Volq has certainly shown himself to be a trustworthy and reliable companion. In any event, Nolq muses as he returns Zahir's journal to its place of security, the fact the party is aware that Nolq is the one to turn to when disreputable actions, or a silent tongue, is required may help in the long run. Now, if he can just figure out a way to get this damn cartography mission over with and start earning his fortune, things will start to look up. Nolq ponders the strategy for this as he goes back to his nightly experimentation on making this equipment he carries retain magical properties. Zahir ibn Mahmoud ibn Jothan wrote:
Nolq was bored during last watch. As he had no new brews to create that morning, he decided to catch up on what his good friend Zahir was writing in his book. Perhaps it would pass the time. Surely Zahir doesn't mind or he would secure it better. How is one to keep up their sleight of hand skills with so little to practice on? After reading Zahir's text and slipping it back into his pack, Nolq felt suddenly homesick. Zahir's writing reminded him so strongly of home, and warren-mates left behind, Nolq began to question why he was wandering around the wilderness chasing rumors. His companions apparently don't know east from west, or that Shambling Mounds were resistant to fire! Obviously our group can't handle enemies who are resistant to fire. There are no Shambling Mounds wandering around the desert. Why am I here? These riches that Zahir used to talk about better start showing up. Bored again, Nolq starts to search the area for anything edible, or even better poisonous. Either way, what he finds will be useful. Buoyed by this pleasurable thought, he contently passes the remainder of his watch in peace.
Philip Knowsley wrote: This is great - keep it up please! Nolq, curious about what his good friend Zahir was writing in this book, manages to read it that night while Zahir is sleeping. It was easy since Zahir was never very good at protecting his things, but then again most large folk aren't. After a quick perusal, he slip s the journal back where Zahir keeps it. The next morning, either inspired at this excess of note taking, or because he doesn't really trust these humans to get things right (though the gnome seems educated), Nolq volunteers to be cartographer. Next to his mark that will represent Oleg's, he records the actual important information: Plentiful (free) food
He doesn't bother to record that yet again he was misunderstood by the locals, since leaving his desert home, it has become commonplace.
About NerrisSpoiler:
Name CR Level Race Half Orc Class Alchemist 1 Alignment CG Size Medium Init 3 ; Senses special-senses, magical sense; Perception +5; DEFENSE AC 16, touch 13, flat-footed 13 (+ 3 armor, + 0 deflection, + 3 Dex, + natural, + shield,) hp 17 (0d0 + 0) Fort +3, Ref +6, Will +1; special-save bonuses OFFENSE Speed 30 ft. Melee Dagger weapon -1 to-hit (1d4-2) Ranged Dagger +3 to-hit (1d4-2) Space 5 ft.; Reach 5 ft. (10 ft. with some weapon) Special Attacks Bomb 4 to hit (1d6+3) 4 Splash DC 13 to save for half Spell-Like Abilities (CL ; concentration +) STATISTICS Str 7 , Dex 16 , Con 12 , Int 16 , Wis 12, Cha 10 Base Atk +1; CMB -2 (+ to ); CMD 12 ( vs. ) Feats Brew Potion Throw Anything Point Blank Shot Traits Ease of Faith: +1 to diplomacy and it is a class skill Star Struck: Stera Vestori Skills Know Nature: +8 Profession (Doctoor) 6 Spellcraft 8 Perception 6 Disable Device 8 Craft Alchemy 8 Know Arcana 8 Linguistics 5 Diplomacy 8 UMD 5 Heal 6 Languages Common SQ Combat Gear Studded Leather Armor; Other Gear Kit Healer's 33gp SPECIAL ABILITIES Ability Name (Ex, Sp or Su) Alchemy: See description Faithful: Like a cleric, a sacrament alchemist must worship a deity, and must be within one step of his deity’s alignment. (CG Immonhiel) Sacramental Cognatogen: A sacrament alchemist can anoint himself as his deity’s servant using his own special version of a mutagen called a sacramental cognatogen. This is brewed, imbibed, maintained, and can nauseate non-alchemists in the same way as a mutagen. While a sacramental cognatogen is in effect, the sacrament alchemist takes a –2 penalty to Dexterity. Instead of providing physical benefits, the sacramental cognatogen grants the sacrament alchemist access to the domain powers of one domain or subdomain belonging to his deity as if he were a cleric of his alchemist level. The sacrament alchemist must choose the domain or subdomain when he brews the sacramental cognatogen. A sacrament alchemist can select an alignment domain only if his alignment matches that domain. He treats his alchemist level as his cleric level for purposes of using these domain powers, and treats his Intelligence modifier as his Wisdom modifier for purposes of variable effects. The effects of the sacramental cognatogen last for 10 minutes per alchemist level. A sacrament alchemist doesn’t gain the bonus spells listed for each domain, nor does he gain any bonus spell slots. Levels of classes that normally provide access to domains stack with the sacrament alchemist’s alchemist level for purposes of determining domain powers and abilities, but not for purposes of determining bonus spells. Discoveries, feats, and effects that interact with the mutagen class feature do not affect sacramental cognatogen. A sacrament alchemist cannot take the cognatogen or mutagen discoveries. Healing Infusion
Bomb +1d6
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