Fey Friend

Chuffer Stronginthearm's page

66 posts. Alias of Mainer.


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Witch 6 / HP: 41/41

So, I am so sorry I have been quiet, but we just brought home mom and the newest addition to our adventuring party yesterday evening. Everyone is happy and healthy and (finally) resting.


Witch 6 / HP: 41/41

"As the saying goes, where there's smoke, there's a fire," Chuffer adds. "Given its size and that it was able to grow to such a point that it's visible from this distance implies that either that no one noticed it when it was small, or those that would put it out are being kept from doing so."

The gnome was exiting the Miner's Lantern and muttering a few words while doing so. To those observant enough, they would witness her feet beginning to leave the ground.

Using my flight hex.

GM, once outside, I would like to fly up to about the height of the rooftop to see if I can get a better idea on the size of the fire.


Witch 6 / HP: 41/41
Kurgan Kegstalker wrote:
Gnomes. Who are actually half-dwarf, half-goblin. Come to tear apart a world that can it accept them.

But we kept the plan a secret for so long!


Witch 6 / HP: 41/41

Miner's Lantern

Chuffer started, almost as though she had been sleepwalking. The silver fox jumped into her arms and wrapped itself around her shoulders, almost like a shawl, as Chuffer moved to sit down behind the bar by Dinura

Once there, Chuffer pulled out her spell components pouch and began sorting through them, trying to determine which ingredients would be most important to use. Pulling out a handful of incense, Chuffer thrusts them towards Dinura. "Hold this, please," she mutters, before triumphantly pulling out a piece of clear wax with what appears to be a hair inside it. Taking the incense back from Dinura, Chuffer peers over the top of the bar to see what happens.


Witch 6 / HP: 41/41

A bard with a "skald"-ing wit?


Witch 6 / HP: 41/41

Hit Points: 1d6 ⇒ 5
New Hex = Evil Eye
Will get everything else sorted out by Monday


Hi folks. Chuffer, the gnome witch here. Glad to see so much enthusiasm! I can't wait to get to know you folks better.


Witch 6 / HP: 41/41

Sounds good to me.


Witch 6 / HP: 41/41

My two cents, for what it's worth:

My impression of pathfinder is that the system is designed to produce high powered PC's, especially if you follow the Wealth By Level tables. My brother is running a F2F game and recently realized that the party was not all at the WBL for their characters, and decided to allow that to happen through various in-game circumstances. The power of that party got exponentially better.

I'll agree that it wasn't working to have Hal trying to fill two roles. I'll also say that I didn't do a great job optimizing Chuffer. I probably burned through my spells way too quickly, hence why when we were fighting that bone golem I was just flying around it, trying to distract it.

As far as game systems go, 5e is designed more for low-magic settings and fluidity of rules. Pathfinder, not so much, if going RAW, and monsters get abilities and such that almost need to be balanced out by the players getting magic items. Hal said it better than I did.

Terquem said wrote:

I'm really not good at running Pathfinder games which are outside the core rules. I have not studied the many, many rules there are in Pathfinder to have a good chance of running a good game for players who know the rules far better than I do.

I'm much, much better at running 5e games.

Why not run this as a 5e game? I'd be down for it, and maybe everyone else would be too. If that's where you're most comfortable, you should play from that position of strength.

Terquem said wrote:
And let's not forget that the last magic items I placed in the game, were flat out ignored.

This is my bad, because I have completely forgotten what they were. I did just check, and realized at least one of the things was a scroll of fear, but there was secondary magic on it, and me not being too sure on how things would work, didn't want to risk setting off crazy unknown magic.

For what it's worth, I'm not sure I'm the best to play a magic using character. Never really have, and that's one of the reasons why I jumped at the chance to play one, because i figure it would be worth the experience. I'm willing to give it another go, and the smaller focus on rescuing Hal would be good, and would help keep me from not being overwhelmed by the overarching plot


Witch 6 / HP: 41/41

I can dig it.


Witch 6 / HP: 41/41

Chuffer flies down to try and help Miagnik. Realizing that might turn out poorly, she speaks a few words and tries to heal Hallister's wounds.

Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12

maybe a little longer? If we can get Hal out, let's run


Witch 6 / HP: 41/41

Chuffer will fly around the golem's head, seeking to divert its attention from Hallister.

"YAAAAHHH! BOOGABOOGABOOGA!"

Traditional goblin battle cries.


Witch 6 / HP: 41/41

you all take care of yourselves, and get feeling better soon.


Witch 6 / HP: 41/41

Chuffer will mutter a phrase in Goblin. Gathering up the silver fox that has been following her around, Chuffer tucks it into a pouch in her shirt. Lifting into the air, Chuffer flies into the far corner of the room, hoping to distract the monster while her allies attack it.

Moving to P,-22


Witch 6 / HP: 41/41

Init: 1d20 + 2 ⇒ (13) + 2 = 15


Witch 6 / HP: 41/41

With a grin, Chuffer responds "I don't see how we could be anything but."


Witch 6 / HP: 41/41

Chuffer will mutter a few words and reach out, light flowing from the silver fox to her hand. The incantation complete, she places her hand on Hallister's chest and lets the light wash over him.

Cure Moderate Wounds: 2d8 + 5 ⇒ (3, 5) + 5 = 13


Witch 6 / HP: 41/41

Chuffer bristled at Miagnik's remark. "Sylvanus is the conduit to my patron," she shot back at the goblin. "Think in terms of a familiar to some of your more learned brethren, albeit more independent and intelligent than the toads some arcane practitioners carry with them."

Calming herself down, Chuffer takes a deep breath. "Yes, I can heal Sir Hallister, but it will deplete my own resources further. I will not be of much aid in any battles we would come into."


Witch 6 / HP: 41/41

Chuffer gathers up the small silver fox that has been following her. After a hushed conversation, she moves next to Miagnik "I feel it would be beneficial for us to take a short rest," she says. "I must consult with my patron before I am able to be a great support to our cause."


Witch 6 / HP: 41/41

"You truly are a powerful sorceror," Chuffer says. "Our people are fortunate to have you protecting them."


Witch 6 / HP: 41/41

Chuffer curses and mutters another spell under her breath. Her eyes light up and flame bursts forth from them, over the heads of her allies towards the hulking monstrosity.

Burning Gaze: 1d6 ⇒ 6
DC 14 Fortitude save to negate damage. If damaged, DC 14 Reflex save to prevent catching fire for catching fire damage: 1d6 ⇒ 4


Witch 6 / HP: 41/41

As the monster attacks Hallister, Chuffer utters a spell, and a ray of sickly green light shoots forth from her hands.

Ray of Enfeeblement: 1d6 + 2 ⇒ (3) + 2 = 5 DC 14 Fortitude save for half.


Witch 6 / HP: 41/41

Hearing Mixz, Chuffer turns suddenly and goes to look into through the doorway.

"This may be a bit of a problem," she says to her companions.

Moving to AC7 and holding action to cast Ray of Enfeeblement on the baddie when it gets in rance.


Witch 6 / HP: 41/41

"This scroll should be handled with caution," Chuffer says, pointing out the magical parchment. "It may be useful, should we need to induce fear in our enemies, but there is a secondary enchantment on it that may take effect...though how, or what it will do, I cannot say."


Witch 6 / HP: 41/41

"Not that top piece of paper," Chuffer says. "It may be of some use to us." Moving forward, she begins to examine the piece of parchment.

Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29


Witch 6 / HP: 41/41

"It is possible that the rune operates differently than we assumed," Chuffer comments. She again begins an incantation to see if the magical auras in the room have changed or disappeared.

Casting Detect Magic


Witch 6 / HP: 41/41

"We will be standing by to give you aid, Sir Hallister," Chuffer says before following Miagnik out of the room with the prisoners.


Witch 6 / HP: 41/41

"The minions claim they don't know how to open the door, and should one try it without dispelling the magic, they will meet with a fiery end," Chuffer explains. "The radius of the blast is indeterminable at this time, and while I agree that one of the minions should try and open it, I would rather observe the results from a distance if we so choose that method."


Witch 6 / HP: 41/41

"Perhaps by exploring this place we can gain some insight to the weaknesses of Auglahm's creations." Chuffer says. "I don't have the capabilities to destroy or dismantle the enchantment blocking this doorway, but perhaps you might?" she asks, gesturing towards Miagnik.


Witch 6 / HP: 41/41

Chuffer mutters an incantation as here eyes briefly flare with silver light.

"And what are the defenses that surround these prisoners?" she asks after her spell is complete.

Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5

Chuffer has cast suggestion on the goblin that has been speaking, DC 14 will save.


Witch 6 / HP: 41/41

"There is a secret here," Chuffer says suddenly. "A trap that may be hiding a secret door. It is magical in nature, and invisible to the unseeing eye." Chuffer examines it from a distance before turning to Hallister. "Perhaps one of these can tell us how to safely open it. If they won't, I suggest throwing one of them at it so that we can observe the magical reaction...for the purposes of furthering knowledge, of course."


Witch 6 / HP: 41/41

Chuffer, hearing Hal's bark, comes into the room to begin looking for magic.

Will cast detect magic in the room.


Witch 6 / HP: 41/41

"Depending on who he found behind that door, I might have found that actions would speak louder than words."


Witch 6 / HP: 41/41

Turning to Miagnik, Chuffer comments "The gruff one appears to be a practitioner of the direct approach."


Witch 6 / HP: 41/41

no objections to objectify


Witch 6 / HP: 41/41

Chuffer stifles a grin at the interaction between Mixz and Hallister. "Maan khraal o duun maach der dakhuukhec," she says to Mixz in Goblin. "Daac daan shac okhaac daan druur taklaal'dec."

Translation:
He needs you to help with trapspotting. Then we can open the door safely."


Witch 6 / HP: 41/41

"My thanks for your concern," Chuffer says. "I'm afraid I was trying to make sure there was no one else that was in need of aid."

The silver fox that follows Chuffer around leaps into her arms suddenly, and snuggles up to the gnome as she whispers an incantation to it. A light cascades over her as the last of her wounds close.

CLW: 1d8 + 5 ⇒ (8) + 5 = 13


Witch 6 / HP: 41/41

"The necromancer was running somewhere. Perhaps if we explore the area he was running to, we'll find something more." Chuffer suggests.


Witch 6 / HP: 41/41

"If our employers are so keen on keeping us out, what harm could it do?" Chuffer responds. "We either take their word and assume they have a legitimate reason to keep us out, or we investigate and see what secrets these halls hold."


Witch 6 / HP: 41/41

"But as a necromancer, is there a chance that he could be a greater danger to us dead? When one toys with life and death, there are often unforseen consequences," Chuffer muses.


Witch 6 / HP: 41/41

Does the "nas'kolgag" phrase this goblin keeps shouting sound familiar?


Witch 6 / HP: 41/41

Settling down on the ground, Chuffer silently falls into step with Grunder.


Witch 6 / HP: 41/41

Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15

Chuffer lets out a cry of pain as she loses altitude.

Adjusting herself, she glares at the goblin and mutters an incantation.

Casting Steal Breath. He must make a fortitude save, DC 15 (unless he doesn't need to breathe). If he fails, he takes 2d6 ⇒ (2, 5) = 7 damage and cannot speak or cast spells for 1 round.


Witch 6 / HP: 41/41

Chuffer will continue to fly forward after Mixz.

If the goblin that directed the wights to attack them becomes visible, Chuffer will cast Steal Breath


Witch 6 / HP: 41/41

Chuffer will bring herself up another 5 feet, just in case the goblin's fire spreads further than expected.


Witch 6 / HP: 41/41

Chuffer mutters another incantation. The silver fox that had been following her jumps into her arms as the gnome begins flying above everyone else. When she gets about 5 feet above everyone, she takes off after Mixz.

Activating Fly hex.


Witch 6 / HP: 41/41

Chuffer weaves her hands in the air. The fox that had been following her begins to glow a bit, as magical energies surround it. After the incantation is muttered, Chuffer points at a wight as a blast of air rises up around it.
Casting Air Geyeser on the red wight. Reflex Save DC is 16


Witch 6 / HP: 41/41

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Perception: 1d20 + 5 ⇒ (2) + 5 = 7


Witch 6 / HP: 41/41

While working, Chuffer turns to Miagnik. "I don't think we were properly introduced," she says. "Chuffer," she states, holding out a hand. After some light conversation, Chuffer asks Miagnik if he was also sent to look for Outagal's tomb.


Witch 6 / HP: 41/41

"There isn't really much to block off here," Chuffer remarks after looking around. "It looks like nothing more than a bit of a dumping ground."

Int: 1d20 + 3 ⇒ (15) + 3 = 18

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