Ironfang Scout

Anansi the Spider's page

140 posts. Alias of Dorian 'Grey'.


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@Storyteller Shadow I can see the easy development of friendship between your Destruction Ability at 8th and a certain Swashbuckler...lol.

Not to mention that the visuals of them fighting side by side is priceless...


This will be Dorian Grey's submission for this Giant stomping rampage of fun!

Any questions, concerns, comments are of course welcome.

Thank you for running!

Remember that Size does indeed matter!


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Anansi the Spider looks around. The Gnome shrugs.
Gnome? Where?


Page 5 seemed easier than this morning's forecasting....


The Spider glances about uneasily with his pale blue eyes. The Trickster Gnome raises yet another manicured (although amazingly bushy) eyebrows at the entrance of yet another pristine submission.
May need to play dirty during this daring-do!

The Mesmerist begin counting out his Silver....


Philo Pharynx wrote:
It's so interesting seeing the characters built in an AP like this where you can't really dump charisma and need to have at least some social and sneaky skills.

Those are the fun ones to play...lol.

Even my Wizards usually double as Rogues.

Although it really is dependant on the Campaign. Urban versus Exploration really.

Playing a Storm Druid in this would be challenging while also amusing rp wise. A group of unruly barbarians (present company notwithstanding) fresh from Up North just got into Kintargo would also be hilarious....

Hmmm.....


Just remember that shorter is better...lol.

Agreed, Grumbaki! I always enjoy reading folks submissions.


Hmmm.... already 24 submissions. This spread faster than...well...that rumor that BT wears ladies undergarments....

Not certain who would have started that rumor...

S


This was too tempting for me to resist, RH!


A bit of (recent) Background :

The Long Roads Coffeehouse is one of numerous small restaurants, eateries, and coffee houses scattered across the Villegre district of Kintargo in Cheliax. It is located north of Villegre Park.

Seated at a lone table, school books perched precariously perhaps prepared for escape, Anansi the Spider enjoys a nice hot cup of coffee. The properly dressed gnome presented the look of a student at the Alabaster Academy. His hair actually colored a boring brown, while even the exposed skin on his face and arms is a rather ordinary tan colored if a bit ruddy. Wearing the midnight blue robes of the Academy hides any other pertinent (or not pertinent) efforts at further examination.

The Academician studiously studies his book. A giggle sound approaches his position.
Test this week, Anansi?

Standing at his table, Laria Longroad winks at the Gnome.

Anansi only expresses an injured facade.
Studying is not a crime, Laria.

The Halfling laughs.
But pretending to be a student for free is.

The gnome only looks surprised (with a bit of mischief).
Tuition is expensive, my dear. Besides, I change identity every 4 years.!

The proprietor of the Coffee shop only curtsies, as she whispers
Heard tell of dottari looking for person of interest in that debacle at Sunset Imports. Best take underground until I send for you.

Anansi the Spider frowns.
Weren't supposed to be anyone there. Simple smash and grab, but somehow there were dottari everywhere! Got it. Low profile. Just get home and have tea then.

Laria laughs.
Smash their Will to resist your honeyed words, you mean.

The grinning gnome toasts his coffee cup to the departing halfling.


This will be Dorian Grey's submission for the Fed-Up Citizen(s) of Kintargo!
Living out of me saddle bags now! Durn Thru es!

Any questions, concerns, place to stay because it's cold out there, please let me know.

Thank you for running!


Apologies but here is a bit of Backstory...

Anansi the Spider
Flies and Honey:

The familiar creaking of the front door invades the solitary grippli's studying.

Please refrain from traipsing mud on the carpets. I just had them cleaned.

The rustling of metal, along with the unmistakable rough sounds of laughter are returned as a retort.

I was not expecting....

The 2' tall grippli standing next to a stuffed chair, holding a book and apparently readying for bed as befits his current attire, squeaks at the unexpected, but unmistakable presence of a trio of hobgoblins.

Ah, hello gentlemen. Fort Ramgate is still a mile away.

The unmistakable sounds of laughter erupt from the militarily dressed hobgoblins.

A bit unnerved by the apparent pronouncement of unrelenting violence emanating from the trio of hobgoblins, the grippli grins as he begins uttering arcane words.

Taking a few steps backwards, the nervous grippli trips o er the broom that then smacks down on the fresh gotten jar of honey on the table!

Blue eyes following the progress of said honey pot (Arcane words flawlessly forthcoming), the Magus lands with a thump o to the floor. The tumbling honey pot follows him like a bee to...well...

Just as the grinning grippli Vanishes, the smell of delicious honey fills the small abode.

The shifting sounds of creaking armor, the unmistakable smashing of furniture and the unrelenting cracking of tables, chairs and the new chandelier reach the invisible (but sticky) grippli's ear.

Reacting as anyone would, he stands and climbs out of the kitchen window! Unfortunately, he lands in the bushes which seem to be filled with vermin! Spiders crawling and creeping decide by the hundreds to go check out that sweet, sweet scent that suddenly sprouted!

Sighing (but scream8ng inside), the panicking grippi gags, crawls, hacks and slash3s his way to freedom! He runs away deciding that rent was too high in that neighborhood anyway....


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Skalla Kel Tath wrote:
Added a crush on Jet to Skalla's background. :D

Not easy being green....


I figured out my net problem! Only took me all this week (a bit PF1e rusty).

Crunch should be done. Fluff is still be pieced together in my head, but making progress!


I have been trying to convince myself that the Frog does not need his initial level in Fighter (or Barbarian).....need the BaB+1...


Hmmm....both for flavor and Ranged Spellstrike, he will be also a Card Caster.

Unfortunately, believe it may not mesh with Sorrowblade?

Either way, I really like the flavor of all 3, so will still be drawing from them in that way.


@ GM Mahuffma would the in place of a melee attack you may make a combat maneuver check to trip against that opponent combine with a regular Spell Combat/Spell Strike retinue?

Snag net


GM Mahuffma wrote:
Dorian 'Grey' wrote:

@ GM Mahuffma the thought trail to a Grippli Magus is developing....should I continue to follow it?

EDIT

Now I want to make Kermit!?

Lol, Kermie the magus. Draw him up.

This is Dorian Grey's work in progress....


M Hobgoblin Alchemist 1

Anasi the Spider only frowns at the silliness of these Tower Girls.
It is certainly a wonder how they have not drowned themselves by now.


M Hobgoblin Alchemist 1

Anansi the Spider laughs.


M Hobgoblin Alchemist 1

Mother f&~@ sticks! Again!

The shaman grins as if it hurt at the woman.


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M Hobgoblin Alchemist 1

Anansi the Spider determines to purchase shoes with shoe strings for Ragnar!


M Hobgoblin Alchemist 1

Surprise Round
What?

Round 1

Anansi the Spider follows behind Ragnar. The halfling tempted to tie his shoe laces together, but he decides to wait for a better moment...

Watching the trio (Ragnar, Krystal and Caroliss) about to re-enact their previous gambit, the shaman smiles at the toppling of the golden cup!

Anansi the Spider offers the Ancestor's Council to Ragnar.

Spirit Ability:
Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus. 6/6


M Hobgoblin Alchemist 1

Anansi the Spider continues to follow the others with a frown and a few mumblings of still living enemies....


M Hobgoblin Alchemist 1

Anansi the Spider follows along looking peeved that nobody is killing folks!


M Hobgoblin Alchemist 1

Anansi the Spider frowns.
Maybe the next batch.


M Hobgoblin Alchemist 1

Anasi the Spider begins whistling innocently when Oh, anyone of you been hearing voice in their heads? is mentioned....


M Hobgoblin Alchemist 1

Anasi the Spider calls out from around the corner.
We only want to stop your stupid pretender boss from opening up a portal that would revel the Worldwound. So, you know.
Diplomacy (Cha): 1d20 + 8 ⇒ (3) + 8 = 11


M Hobgoblin Alchemist 1

Anasi the Spider fidgets. The halfling pulls on Ragnar's cloak.
Can we f&%&ing kill someone, so I can speak with them for information?

The shaman shrugs at the bloodrager.
The Ancestors only intercede if the target is dead, so....


M Hobgoblin Alchemist 1

Anansi the Spider whispers in Ragnar's ear.
The Ancestors suggest that even if she is a succubi what's the problem.


M Hobgoblin Alchemist 1

Anansi the Spider follows along amongst the tall folk. Thr halfling peering about with his keen Senses.
Perception DC 15: 1d20 + 10 ⇒ (4) + 10 = 14 (+2 Dimdweller)

For future reference, Anansi the Spider will always grant a Guidance to Krystal for Disable Device.

So much dust in here, I can't see s@+~!

The halfling was also ready with that comment, but Ragnar beat him to it.


M Hobgoblin Alchemist 1

Anansi the Spider clings to Ragnar's back, as the group converse about previous exploits and traverse the building.
I had to walk butt naked through the Red Sands many miles without food or drink during my induction into the shaoti shaman ranks.

The halfling goes to scratch an itch, almost drops from Ragnar's back while they continued to converse and traverse, but catches the bloodrager's back strap, and smiles.
The Ancestors began to speak to me then. They are extremely amused by all our shenanigans.


M Hobgoblin Alchemist 1

Next time we decide to raid a hideout, let's scout it for multiple stories first!


M Hobgoblin Alchemist 1

We played AtAT. It was fun.

Anansi the Spider is more a talker than a climber...


M Hobgoblin Alchemist 1

Anansi the Spider looks at yet another climbing route that they are presented with. The halfling mimbles,
The Spider my ass!

He asks the Ancestors for Guidance.
Climb DC 15: 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9


M Hobgoblin Alchemist 1

Sense Motive DC 20: 1d20 + 3 ⇒ (10) + 3 = 13

After the first TG drops, Anansi the Spider stops.
Not quite as much ball kicking for Grandma Abigail. Now, Miss, we would appreciate any and all information about the remainder of the TGs around, including the one that has made you s@&~ yourself. Twice.

Diplomacy (Cha): 1d20 + 8 ⇒ (4) + 8 = 12


M Hobgoblin Alchemist 1

Anansi the Spider wa5ch3s the action with a grin. Beseeching the Ancestors, the shaman does indeed give their Guidance to Ragnar.
Kick her in the balls!

The halfling shrugs.
What? Just repeating what Grandma Abigail is shouting!


M Hobgoblin Alchemist 1

Anansi the Spider frowns at the lack of interest from his Frontline. The halfling decides to get this ambush actively alarming!
The shaman begins to cast Summon Nature's Ally...

Init : 1d20 + 3 ⇒ (1) + 3 = 4


M Hobgoblin Alchemist 1

Anansi the Spider creeps along behind Ragnar and Krystal. The shaman peers about for any traps, trips, treats.
Stealth (Dex), cover: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19 (+2 dimdweller)
Perception (Wis): 1d20 + 10 ⇒ (11) + 10 = 21 (+2 dimdweller)

Anansi the Spider then pokes each of them, shooing them forward to deal with the problem.


M Hobgoblin Alchemist 1

Anansi the Spider gives the thumbs up to the others. The halfling follows behind Ragnar and Krystal.
Stealth (Dex): 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 + 10 ⇒ (19) + 10 = 29 +2 dim


M Hobgoblin Alchemist 1

Anansi the Spider calmly looks up from examining a fresh boot print (left by Ragnar, but he rolled a 1). The halfling nods solumly before casting Stablize on the unconscious wereeat.
She will be out a few hours, but should recover eventually. We can take any we find back to the Lodge. Let our betters determine their fate.

The shaman then asks the Ancestors for Guidance before searching the previously guarded door.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22 +2 dim


M Hobgoblin Alchemist 1

Smiling at the exploits of Ragnar and Krystal, Anansi the Spider leaves the dispatching of the wererat guards to others, while the halfling begins searching for trap doors and such to avoid any surprises.
Perception (Wis): 1d20 + 10 ⇒ (1) + 10 = 11 (2) (+2 dimdweller)


M Hobgoblin Alchemist 1

They have a Cave....errr....dire rat guarding the entrance?

The Shaman quietly steps behind Ragnar and gently pushes him toward the dire rat.


M Hobgoblin Alchemist 1

Is it dim...lol!


M Hobgoblin Alchemist 1

The halfling also avoids the drugged flooring. He follows along.
Perception : 1d20 + 10 ⇒ (14) + 10 = 24 (+2 Dimdweller)
Stealth (Dex): 1d20 + 11 ⇒ (5) + 11 = 16 (+2 Dimdweller)


M Hobgoblin Alchemist 1

Anansi the Spider wrinkles his nose at the smell coming from the southern passage. The shaman wonders what could be making that smell?
Survival (Wis): 1d20 + 8 ⇒ (6) + 8 = 14

Survival to follow/find Tracks


M Hobgoblin Alchemist 1

The Crow

Anansi the Spider sits silently in the boat. The shaman listening to the Ancestors' opinion of this route.
If you don't like it then swim.

The halfling joins Ragnar at the entrance of the tower. His blue eyes roaming about carefully, as they enter.
Perception : 1d20 + 10 ⇒ (1) + 10 = 11 (+2 Dimdweller)
Stealth (Dex): 1d20 + 11 ⇒ (6) + 11 = 17 (+2 dimdweller)


M Hobgoblin Alchemist 1

Anansi the Spider just shrugs in the direction of the disappearing Terisha.
I suppose that we shall see her at the Crow then.


M Hobgoblin Alchemist 1

Anansi the Spider accidentally bumps into Ragnar.
...out of the corner of my eye I spot a young woman wearing her cloak despite the pleasant weather. Terisha locks eyes with me a moment before losing herself in the throng again....


M Hobgoblin Alchemist 1

Anansi the Spider grins at Ragnar.
Demon, fey, and lycan oh my!

Full Name

Lyntel

Race

Teleporting - Elusive Female Elf

Classes/Levels

Bard 4.11 (AA: Dhice +1d4 dam) | Wizard 3 (-0 ongoing) | Def 0 | HP: 18/19 | d6 | AC: 1 | STR 0 | DEX 0 | CON 1 | INT 2 | WIS -1 | CHA 3 | Prepped Spells: Prestidigitation, Light, Emote, Fireball, Charm Person

Alignment

Good: Perform your art to aid someone else

Strength 9
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 8
Charisma 18

About Lyntel

Elf: When you give aid to someone while performing a magnificent song, also add CHA to your roll.

Load: 13/14

Moves:

Arcane Art

When you weave a performance into a basic spell, choose an ally and choose two effects (per Eldritch Tones move taken at lvl 4):

---Heal 2d8 damage (Healing Song Move taken at lvl 3)
---+1d4 forward to damage
---Their mind is shaken clear of one enchantment
---The next time someone successfully assists the target with aid, they get +2 instead of +1

Then roll+Cha.

On a 10+, the ally gets the selected effect.

On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Cast a Spell

When you release a spell you’ve prepared, roll+Int.

On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.

On a 7-9, the spell is cast, but choose one:

--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
--After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.

Spell book

You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

Prepare Spells

When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:

Lose any spells you already have prepared
Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own (Wizard) level+1.
Prepare your cantrips which never count against your limit.

Bardic Lore

Choose an area of expertise:

Spells and Magicks
The Dead and Undead
Grand Histories of the Known World
A Bestiary of Creatures Unusual
The Planar Spheres
Legends of Heroes Past
Gods and Their Servants

When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Charming and Open

When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).

Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?

A Port in the Storm

When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Gear:

Additional Rations (16 uses, 4 weight)
Sack of 100 coins (1 weight)
A fine lute (0 weight)
Mother's Spellbook (1 weight)
3 healing potions (heal 10 or one debility)
Thief's Elusive Leather Armor (1 armor, worn, 80 coins, 1 weight, elusive - applies to avoiding falling objects or ranged attacks)
Wrist mounted slingshot (Near, Adaptable Ammo, 0 weight)
Short sword (close, 1 weight)
Adventuring Gear (22 uses, 5 weight)
---1 Rope
---strips of cloth to bind Grigor's wounds
---Gross canteen of sewer water
Ring of Defensive Teleportation (1 weight)
---activates a personal-sized wormhole whenever the wearer Defies Danger to dodge successfully, allowing the wearer to choose in a split second where they want to teleport to, within three options that are provided. However, failing to dodge properly can result in parts of you getting left behind...
Jewel of Holding (Notable Contents: Rat Queen)
---A small jewel that used to belong to your mother, about the size of a thumbnail. Successfully performing your Arcane Art on the jewel causes it to expand to the size of a small room with a simple bed and desk/chair inside, and it can be shrunk again at will. You can enter or leave the room inside the jewel at any time, but only those you permit may leave it.
Dream Necklace
---Allows to people to wear it together and fall asleep, sharing dreams.

Bonds:

Grigor will play an important role in the events to come, I have foreseen it!
I fear that Dhice sees me as weak and helpless.
Bathilda has saved my life. I must return the favor.
Bathilda has a hidden talent. I will nuture it.
Emma's strength is an example, her anger a warning.
I am writing a ballad about the adventures of Archepex. (stationary turret that couldn't miss in the Witchmother concert, backflip over charging rat ogre and stab in neck, mask of invisibility, what's next?)

Dhice = 1
Bath = 2
Archepex = 1
Emma = 1
Grigor = 1

Spells:

Schools: Enchantment, Evocation, Illusions

Cantrips:

Prestidigitation

You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.

Light

An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the colour of the flame. The spell lasts as long as it is in your presence.

Emote

You cause a person you touch to feel one emotion of your choice, very strongly, but only for a moment.

Known Spells:

Charm Person LEVEL 1 ONGOING

The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

The Fog LEVEL 1 ONGOING

Name a location you can see. It is completely blanketed in thick fog that prevents anyone from seeing further than a foot in front of them. While this spell is ongoing, the fog will not dissipate and cannot be blown away by wind, and you take -1 to cast a spell.

Invisibility LEVEL 1 ONGOING

Touch an ally: nobody can see them. They’re invisible! This spell persists until the target attacks or you dismiss the effect. While this spell is ongoing, you can’t cast another spell.

Cause Fear LEVEL 1

Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like.)

Fireball LEVEL 3

You evoke a mighty ball of flame that envelops your target and
everyone nearby, inflicting 2d6 damage which ignores armour.

The Plan:

Lvl 4: Cha to 18 - Eldritch Tones (AA: 2 effects)
Lvl 5: Int to 17 - Vicious Blast (AA: +1d4 dam)
Lvl 6: Int to 18 - Eldritch Chord (AA: one of 2 effects is doubled)
Lvl 7: Con to 14 - Wizard: Arcane Ward (+2 Armor)
Lvl 8: Con to 15 - Wizard: Arcane Ward (+2 more Armor)