| Foxy Quickpaw |
Solar plexus is the tip, the bottom end, of the sternum.
If you get hit there you get the feeling that you can't inhale anymore and that might stay for a while that feels like minutes. As a kid I crashed with my bike and fell with the solar plexus on the tip of the handlebar. That was not nice.
| Gwenhwyfar Yongisdottir |
For those of limited imagination and not hit by lightning while wearing a pair of tights (Think: What Women Want with Mel Gibson):
Gwen helps Jimmy to his sleeping place puts him under his cover and then lays down in her OWN sleeping bag.
Lying in between Tauriel and Jimmy her heart leaps with joy, as she has the safety of not sleeping alone, the excitement of sleeping next to Jimmy, without the embarrassment of being alone with him in a bedroom.
After quite a while she finally manages to fall asleep and dreams a beautiful dream...
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
...of sparkling unicorns and rainbows.
| Foxy Quickpaw |
Also some planning ahead.
Please leave that scrap metal the goblins had as weapons. By the rules it counts as short swords and so on, but if you ever saw a picture of a goblin, you know that has nothing to do with the short sword you buy with a weaponsmith. If you want to sell that, I'd give you a hard time at the general store.
As for treasure, I'm in the comfortable position, to hand out any amount I want via Mrs. Heidmarch.
There are a few things I'd like to know in advance. Please write your wishlists for equipment. I'm not willing to throw the whole 1000gp for lvl 2 character wealth at you, as we are already well above our enemies now. I was thinking along the line of 250 per person, but might adjust that, if you want to buy cool stuff and not just masterwork killing tools.
Also think about potions, as by the rules Gwen can only make 1/day and four days of backtravel on ship would cover much of that, if you decide beforehand and buy more raw material in riddleport.
Also, any metalwork has to be bought at Das Korvus in Sandpoint, for I want to have a few posts with Torbin Steelhammer again ;)
When we are done here in the wood, you will have a one post journey back to Sandpoint, so please tell me if you want to fetch something in the big city, that can't be bought in Sandpoint.
| Foxy Quickpaw |
Wrong approach. If you don't come up with something, you just get the 250gp and I'm done with that. You can then save up for better things later. Or you could pool, or lend, or whatever.
What I'm looking for is cool flavorful stuff. Like Gwenhwyfar will buy a really expensive holy symbol of Serenrae. Zero effect in Gameplay. She might buy a nice dress, or two. A journal of her own. Color pencils, maybe. A mapmakers kit. That kind of stuff. Masterwork backpack.
I think you get the idea. And I'll adjust the money you get so you can buy this cool stuff without throwing away all the good money you'll need later to buy the cool masterwork composite longbow +2 strength (for Tauriel)
| Jimmy Fiddle |
Ahha, indeed, this is flavor money, not gameplay money... I think Jimmy needs a masterwork stick for Gwen to shove... Sorry nearly made a pally joke. Hmmm I have some ideas. I am thinking of something Jimmy can carry with him, and give to those he is loyal to, to mark his loyalty, if that makes sense. Also what was your decision on the hex?
| Oz Torm |
Fantastic news: Starting Teusday I'll officially be attending classes, and shall assume regular posting during my day. No more of this "One post before passing out." Nonsense. Also, you'll be delighted to know that Oz's lvl 2 has been made. It's in his profile, but here's a quick look.
Oz Torm
Fetchling warpriest of the philosophy of darkness 2 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 2 123)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 19 (2d8+6)
Fort +5, Ref +3, Will +6; +2 trait bonus vs. fear
Defensive Abilities shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +3 (1d3+2) or
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged glass throwing axe +5 (1d6+2)
Special Attacks blessings 4/day, fervor 3/day (1d6), sacred weapon (1d6, 0)
Spell-Like Abilities (CL 2nd; concentration +1)
. . 1/day—disguise self
Warpriest Spells Prepared (CL 2nd; concentration +4)
. . 1st—bless, divine favor, shield of faith
. . 0 (at will)—guidance, resistance, stabilize, virtue
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 14, Int 12, Wis 14, Cha 9
Base Atk +1.5; CMB +3; CMD 16
Feats Point-Blank Shot, Weapon Focus (throwing axe)
Traits courageous, indomitable faith
Skills Acrobatics -1 (-5 to jump), Craft (sculpture) +6, Knowledge (religion) +6, Sense Motive +7, Stealth +1; Racial Modifiers +2 Stealth
Languages Aklo, Common
SQ blessings (darkness: darkened vision, enshrouding darkness, liberation: freedom's shout, liberation)
Combat Gear potion of cure light wounds; Other Gear scale mail, x9 glass throwing axes, artisan's tools, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Philosophy of Darkness, 14 gp
--------------------
Special Abilities
--------------------
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Courageous +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.