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Sir Ninn de Hawtey's page

187 posts. Organized Play character for Granta.


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Silver Crusade

Dungeon Master S wrote:
Let me know if anything needs to be changed.

Day Job

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Thank you for a great game, as always!

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Total Defense, can't take AoOs.

When the bone golem tries to prevent Wyatt's escape, Sir Ninn leans forward on his toes and begins looking for a weakness. "I don't think this thing is a guardian anymore. It shouldn't be trying to stop Wyatt like that!"

Waiting to see whether Ironshanks kills the big guy.

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Pavo: the Crimson Nuthatch wrote:

Some ways to help non-lethally:

Stand in the way of the bone golem so it can't block the door.
Bullrush a wolf out of the way to try to create a diagonal through which to slip.
Aid Another against the wolves to either boost someone's Bullrush attempt or their AC as they soak AOO.

Wyatt has a +5 to bullrush at that.

I'm planning to soak up the damage. It will most likely keep attacking me, since it's mindless. If it doesn't attack me again this round, then change in plans.

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Pavo: the Crimson Nuthatch wrote:
Just checking thatvyou've seen the map? The guardians are already outside of the tomb.

I am feeling very paladin-y at the moment.

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Assuming that 7 damage was on me?

"Our elven friend is not wrong. Our focus should be on leaving rather than fighting!" Sir Ninn spreads turns sideways to the bone creature and spreads his feet wider, "Wyatt hasn't actually left the tomb yet, his plan might still work."

Total Defense, AC 28

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"If Wyatt is right, they will probably just attack the closest creature. Let that be me!" Sir Ninn moves forward, blocking the enemy from reaching the walkway. "I will draw their attacks, while the rest of you escape the room. Whatever you do, don't attack back!"

Crunch:
Move Movement
Standard Movement

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I meant how many wand charges have I expended? And I am going to assume the buffs aren't up for the fight, as we'd already cleared this room.

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Sir Ninn approaches the door with Ironshanks, activating his wands once everyone is ready.

Are we at 7 charges?

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Sir Ninn nods as Kaya reasons out the pairings, "I agree with your logic on Meadow Grass and Tranquil Shadow. However, I wonder what an eagle would do with stories? Aren't griffins intelligent creatures, though?"

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Sir Ninn stares down the hallway for a few seconds, letting his gaze pass over every statue. "You are quite an impressive scholar, Kaya. That detail escaped me."

Knowledge (history): 1d20 + 10 ⇒ (6) + 10 = 16

Detect Evil

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Sir Ninn moves to cover Kaya's blind side while she fits the statue's bow into its hands.

@Ironshanks: I added a token for the earthbreaker. Sorry, it's in the water!

Crunch:
Move Movement
Standard Ready Aid Another (AC); Trigger Haunt attacks Kaya

Attack: 1d20 + 6 ⇒ (20) + 6 = 26

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"Telka!" Sir Ninn screams as the cleric runs away.

Delay.

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Sir Ninn carefully picks his way through the room, shouting to Ironshanks, "Get to the farthest statue, and I will throw the earth breaker to you!"

Crunch:
Move Movement
Standard Movement

Knowledge (religion): 1d20 + 9 ⇒ (8) + 9 = 17

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Sir Ninn walks around the room, appreciating the statue's martial poses, but finds nothing of significance to the mission.

Perception (Aid): 1d20 ⇒ 12

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Very busy, only thing for me to do is mark off wand charges.

"It just occurred to me, perhaps I have been a little remiss in my duties. while everyone else is checking for secret doors or magic, I haven't been making sure that there's no evil presences tainting this sacred place."

Adding detect evil to the procedure for checking each room, and will go back to previous rooms when/as possible.

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Sir Ninn nods to Kaya, then skips over to Pavo and works his body through a couple of push ups, squats and jumping jacks. "That's the drink in your blood. You should consider working out with me each morning. It'll be good for your body and soul."

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Try as he might, Sir Ninn simply cannot get a grip on the large sarcophagus with his small hands. "I fear I'm only in the way, my friends."

Strength: 1d20 + 2 ⇒ (3) + 2 = 5

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Dungeon Master S wrote:
That's more a function of who said yes to you. Good point, and good catch though. Thank you for the reminder. Practically speaking it's been 4 rooms (about to be 5.) So it's 5 x whomever says yes.

Nobody said yes, so I assumed just Sir Ninn. Marking 5 charges.

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Sir Ninn uses Ironshanks' wand for him, then tightens one of the straps on the dwarf's armor. "Looks like that fall loosened your cuirass."

@GM: How many wand charges have I used so far?

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Sir Ninn leans over to dust off his tunic, but stands up when he doesn't see any dirt. "Then where did these bruises come from?"

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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Sir Ninn takes a running start to try and jump the first few feet, and runs headlong into the wall, falling flat on his armor.

Climb: 1d20 - 1 ⇒ (3) - 1 = 2

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Ironshanks Magee wrote:
Does he need to make the acro check? He only jumps at -6... eesh.

We can commiserate together at the bottom of the chasm.

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Adrenaline rushes through the little gnome's body, helping him force a log into place, despite the fact that it's far larger and heavier than his tiny frame.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17

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If I remember correctly, putting the alexandrite gem in an area of deeper darkness will return the overlapping area to its original light level. Whereas putting the gem in an area of darkness will bring the light level up to the gem's, as if the darkness wasn't there.

Edit: I remembered incorrectly. The effect I was thinking about is a function of the daylight spell specifically, rather than a general effect of light/darkness interaction.

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So probably something like a phantasm, rather than a light effect. Though I doubt they actually worked out the mechanics of the haunt that detailed.

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Sir Ninn draws a glowing gem from his pocket, then almost trips on his own feet while trying to leap the chasm.

Acrobatics: 1d20 - 5 ⇒ (16) - 5 = 11

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Immune to fear, and everybody within 10 ft. of the paladin gets +4 to their save.

Also, would my protection from evil affect anything?

Edit: And I have a light source that is high enough level to affect deeper darkness , if that's what it is.

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Sir Ninn works through a few slow yet graceful exercises to get his blood flowing again, then follows Ironshanks to the door.

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I might be just as good at Appraise as Pavo is at Sleight of Hand, and everybody can aid this way, since it is not a trained only skill.

After a few minutes following Pavo's instructions, Sir Ninn begins to remember some training he received on a previous mission, and starts working on another piece of pottery.

"I will need everyone's help, but I should be able to put the rest of these back together."

Take 10 for 12 Appraise, 13 if you allow my archaeological expert boon to count.

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Sir Ninn takes one look at the enormous puzzle of broken pottery and immediately smiles, "This will just take a little patience and precision--both basic skills that they taught everyone at the monastery!"

The little gnome plops down on the floor, pulling out a jeweler's lens and several differently sized tweezers, and begins examining pieces.

Craft (sand art) (T10): 10 + 13 = 23

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@GM: Would Craft (sand art) make me meticulous enough to work on the puzzle? Perhaps at a penalty?

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I will be out of town Saturday-Monday. Not sure whether I will still be able to post, so don't hesitate to bot me.

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Once Ironshanks finishes checking the door, Sir Ninn approaches him, "Perhaps we should risk a less thorough search in the future? That may be too much time to spend on every door?

The gnome retrieves a couple of wands and uses them on himself, then offers each to his companions. "Even though that ghost didn't seem dangerous, perhaps we should still be cautious?"

Offering protection from evil and bless weapon . Will recast both before opening each new room.

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No help with Shoanti or magical stuff here. Just trying not go paladin mode on the undead.

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For the record, that was my first ever use of the vicious amulet of mighty fists. I think it's fair to say that Iomedae approves!

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Sir Ninn grabs one ankle on the nearest monster, and looks at Pavo. "We should at least make sure these ogres can't cause anymore trouble, but Kaya's advice is wise."

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When the ogres attack instead of leaving peacefully, Sir Ninn's fist delivers a sickening crunch to the enemy's kneecap. "I will do what I can to avoid killing you, but you can not remain here."

Crunch:
Standard Attack (black)

vicious Unarmed Strike: 1d20 + 8 ⇒ (17) + 8 = 25 Bludgeoning, Nonlethal: 1d4 + 4 + 2d6 ⇒ (4) + 4 + (6, 6) = 20 Self: 1d6 ⇒ 2

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Kaya Leafwing wrote:
No specific adventuring prep, though she is willing to offer her significant experience with magic and help others if they have wands or scrolls they need cast upon them now or as they approach the site.

Sir Ninn would ask Kaya and Telka to read his scrolls, and hold onto any they can cast: lesser restoration, remove paralysis, and resist energy.

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Sir Ninn rushes up next to Ironshanks, but it takes his shorter, armored legs a bit more effort. He takes a guarded stance, but tries not to offer any threat. "We are here to cleanse and restore this place. If you intend to desecrate it, then I must ask you to leave."

Full Round Double Move

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Sir Ninn rests a hand on Kaya's shoulder. "At times, a knight must stand alone in the darkness, but he is always stronger among companions."

Diplomacy (Aid Kaya): 1d20 + 10 ⇒ (18) + 10 = 28

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The gnome approaches the Spire Clan leader next. "Sir Lake at Dawn? Sir Ninn de Hawtey. Honored to meet you."

The paladin brushes out some folds in his surcoat, drawing attention to his coat of arms. "I'm the first knight in the de Hawtey family, you know. First one to go to the monastery, too. So we didn't have a coat of arms."

Sir Ninn stops talking a moment, rubbing a hand over his eyes. "I had to figure out how to honor my family, even though I was doing something they never would. Especially my great-grandfather, Fizzwizzet de Hawtey. He was counting on me to apprentice with him. Especially since neither my father nor his father had any interest in the food coloring business. There's only so much you can do to turn porridge pink. And not much money either."

The gnome smiles, and continues, "It was a challenge, but I pray I chose well. Have you ever been afraid to let down your family, too?"

Diplomacy (T10): 10 + 10 = 20

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Seeing Memory Tender alone and looking around the room for a minute, Sir Ninn approaches her. "My Lady, Sir Ninn de Hawtey at your service."

The gnome waits for her response before continuing, "I was just thinking about one of my knight's trials. An ill wind had blown all night before we set out, and many thought it a bad omen. But our duty had not changed with the weather, and honor kept us committed to our duty. And in the end, the wind changed as it always has, and our trial was successful."

After a minute, Sir Ninn asks, "Perhaps our own situation now is similar?"

Crunch:
Influence Memory Tender
Diplomacy (T10): 10 + 10 = 20

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Sir Ninn approaches the hooded figure slowly, waiting to speak until the man acknowledges him. "Togimal in Shadow? Sir, your clan once helped me strengthen my mind against magical attacks, and I have remembered their kindness and wisdom ever since. I am eternally grateful, and would be honored with an opportunity to repay your gift, Sir."

Crunch:
Influence Togimal in Shadow

Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

Sir Ninn has a convention boon called "Sacred Trust". Here is the relevant text:

-----
Sacred Trust: Choose one of the Shoanti clans listed below and gain the related benefit. Cross the other six clan entries off this Chronicle sheet.

Moon Clan: You gain a +1 bonus on Will saves.
-----

Unfortunately, there is no flavor text to explain the story behind it.

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I don't have Knowledge (local), and Sense Motive is at a penalty, so I will wait to see what others discover, then hopefully influence somebody.

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Ready

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Sir Ninn looks Venture Captain Valsin directly in the eye while speaking, "It would be an honor to atone for these transgressions. What resources can the Society bring to bear, in order to restore the Muschkal Sepulcher to its rightful condition and offer reparations to the Shoanti Quahs?"

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Kaya Leafwing wrote:
Sir Ninn, I like your use of the Amulet of Mighty Fists. Sneaky way to add a bit of damage to your build.

Thank you. This will actually be my first scenario with the amulet. The plan is to do non-lethal damage whenever possible, then Swift action lay on hands to simultaneously heal damage from myself and the enemy.

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Kaya Leafwing wrote:
Seems we have a bit more well rounded group this time. Half the party isn't a dwarf this time. Sorry! :D

Yep! Cleric, wizard, fighter, rogue, and incompetent sidekick.

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Player Name: Scott

PC Name: Sir Ninn de Hawtey

PFS#: 143586-22

Slow Track or Normal: Normal

Faction: Silver Crusade

Day Job: Craft (sand art): 1d20 + 13 ⇒ (13) + 13 = 26

Perception and vision/senses: +0, low-light
Initiative: +1

Notes: All non-core stuff from chronicle sheets is linked or explained in the profile. And I need to purchase arrows before we leave the lodge.

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