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.....
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.
Standing at his table, Laria Longroad winks at the Gnome. Anansi only expresses an injured facade.
The Halfling laughs.
The gnome only looks surprised (with a bit of mischief).
The proprietor of the Coffee shop only curtsies, as she whispers
Anansi the Spider frowns.
Laria laughs.
The grinning gnome toasts his coffee cup to the departing halfling.
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....
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 wrote:
This is Dorian Grey's work in progress....
M Hobgoblin Alchemist 1
Surprise Round
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 follows along amongst the tall folk. Thr halfling peering about with his keen Senses.
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.
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.
M Hobgoblin Alchemist 1
Sense Motive DC 20: 1d20 + 3 ⇒ (10) + 3 = 13 After the first TG drops, Anansi the Spider stops.
Diplomacy (Cha): 1d20 + 8 ⇒ (4) + 8 = 12
M Hobgoblin Alchemist 1
Anansi the Spider creeps along behind Ragnar and Krystal. The shaman peers about for any traps, trips, treats.
Anansi the Spider then pokes each of them, shooing them forward to deal with the problem.
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.
The shaman then asks the Ancestors for Guidance before searching the previously guarded door.
M Hobgoblin Alchemist 1
The Crow Anansi the Spider sits silently in the boat. The shaman listening to the Ancestors' opinion of this route.
The halfling joins Ragnar at the entrance of the tower. His blue eyes roaming about carefully, as they enter.
About LyntelElf: 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)
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.
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
Bardic Lore Choose an area of expertise: Spells and Magicks
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?
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)
Bonds:
Grigor will play an important role in the events to come, I have foreseen it!
Dhice = 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
The Plan:
Lvl 4: Cha to 18 - Eldritch Tones (AA: 2 effects)
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