Crang furrows his brow in concentration and staggers backward as the battle fire leaves his heart and he slumps to the ground, exhausted.
As he does so, Crang's pteradon skull helmet falls to the ground before him.
He peers deep into the ruby eye and mutters, Wanna wisha be a great-big-massive dragon whenever I wanna wisha.
He peers up at the divine figure and a trickle of blood runs out of his nose and across his lips. Crang doesn't even have the energy to lick it up...
state of game:
It has been a wild, wild ride and I've had a lot of fun. I've no complaints if you have run out of steam... you've put a lot of steam into it.
I have loved the game and am definitely up for some Shattered Star action.
Hmm, tempted by the 'chop off his arm' option but this one might be more fun.
Squirming slightly uselessly in the big beast's grasp, a sly glint shines in Crang's eye and he thinks wolfish thoughts activating barghest cloak as he changes shape he writhes and slithers away from the demon.
"Yaargh!" Crang begins to froth at the mouth as he activates his ring, falls into a rage and charges at the dwarf, foam flying from the corners of his mouth.
"Dere was dis ship..."
As the thoughts begin to form, Crang's speech crumbles in the face of conveying so much information.
He hides his embarassment by burping, farting and eating some earwax he's been keeping warm in his armpit.
Crang appears from the bushes, pulling up his loincloth and shaking his head: Shtoopid froot. Make Crang all runny.
Impressed by the barghest's roar he rushed forward and plonks his axe on the ground head-first. Then he bows like in a picture he saw in a temple he was burning down and touches his head to the pommel of his axe before lifting up his head and declaring in an awed stage-whisper:
Mighty noise-face. Teach me the loud-loud secret!
Crang's face falls in disappointment at the lil' goblin's response and he wanders off to listen to the crazy pickle baby, muttering to himself, Was a gud tricksy, i fort...
WHOSI BLACKFACE CR 6
Male Goblin Rogue 7
CE Small Humanoid (Goblinoid)
Init +3; Senses Darkvision; Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 15. . (+4 armor, +1 Dex, +1 size)
hp 42 (7d8+7)
Fort +3, Ref +8, Will +1
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge; Resist fire 10
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OFFENSE
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Spd 0 ft.
Melee Sword of Subtlety +7 (1d4+1/19-20/x2) and
. . Unarmed Strike +6 (1d2/20/x2)
Special Attacks Sneak Attack +4d6
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STATISTICS
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Str 10, Dex 15/17, Con 13, Int 16, Wis 8, Cha 8
Base Atk +5; CMB +4; CMD 15
Feats Burn! Burn! Burn!, Rogue Weapon Proficiencies
Traits Color Thief, Goblin Pirate (Shackles)
Skills Acrobatics +12, Appraise +13, Climb +0, Craft (Alchemy) +11, Craft (Blacksmith) +13, Craft (Carpentry) +13, Disable Device +12, Escape Artist +7, Fly -1, Knowledge (Engineering) +8, Perception +5, Profession (Miner) +7, Profession (Sailor) +10, Ride +1, Sleight of Hand +7, Stealth +15, Swim +2 Modifiers Canny Observer
Languages Common, Draconic, Goblin, Halfling
SQ Trapfinding +3
Combat Gear +1 Ghost Touch Studded Leather, Sword of Subtlety; Other Gear Acid Flask, Anvil, Blacksmith, Artisan's tools, masterwork: Craft (Blacksmith), Artisan's tools, masterwork: Craft (Carpentry), Belt of Incredible Dexterity, +2, Boots of Elvenkind, Ring of Fire Resistance, Minor, Thieves' tools, masterwork, Torch
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SPECIAL ABILITIES
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Burn! Burn! Burn! You take the goblin love of arson and fireplay to a whole new level.
Prerequisite: Goblin, Disable Device 1 rank.
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Valegrim, when you post our choice of feats and talents I will add them to this sheet.
Valegrim, I have taken Whosi to level 7: done your skills but still awaiting 3 feats and 2 rogue talents.
I have also given you Crang's spare armour and some masterwork tools. OMB might give you some other cool stuff. I'd suggest boots of Elvenkind, belt of dex, headband of int and a saving-throw boosting cloak. Plus a weapon.
Level 7 Whosi:
WHOSI BLACKFACE CR 6
Male Goblin Rogue 7
CE Small Humanoid (Goblinoid)
Init +2; Senses Darkvision; Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 15. . (+4 armor, +1 Dex, +1 size)
hp 42 (7d8+7)
Fort +3, Ref +7, Will +1
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
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OFFENSE
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Spd 0 ft.
Melee Unarmed Strike +6 (1d2/20/x2)
Special Attacks Sneak Attack +4d6
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STATISTICS
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Str 10, Dex 15, Con 13, Int 16, Wis 8, Cha 8
Base Atk +5; CMB +4; CMD 15
Feats Burn! Burn! Burn!, Rogue Weapon Proficiencies
Traits Color Thief, Goblin Pirate (Shackles)
Skills Acrobatics +6, Appraise +13, Climb +0, Craft (Alchemy) +11, Craft (Blacksmith) +13, Craft (Carpentry) +13, Disable Device +11, Escape Artist +6, Fly -2, Knowledge (Engineering) +8, Perception +5, Profession (Miner) +7, Profession (Sailor) +10, Ride +0, Sleight of Hand +6, Stealth +14, Swim +2 Modifiers Canny Observer
Languages Common, Draconic, Goblin, Halfling
SQ Trapfinding +3
Combat Gear +1 Ghost Touch Studded Leather; Other Gear Acid Flask, Anvil, Blacksmith, Artisan's tools, masterwork: Craft (Blacksmith), Artisan's tools, masterwork: Craft (Carpentry), Thieves' tools, masterwork, Torch
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SPECIAL ABILITIES
--------------------
Burn! Burn! Burn! You take the goblin love of arson and fireplay to a whole new level.
Prerequisite: Goblin, Disable Device 1 rank.
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
In terms of what he has, Crang is currently rocking...
Amulet of NA +1
Belt of Giant Strength +2
Armoured Coat +2
Pteradon-skull hat with a ruby in one eye socket
I still have the +1 Ghost-Touch Studded Leather on my sheet but I think I've given it to Whosi.
Would it be possible to drop 800gp for a trained pteradon mount?
+1 greataxe 2320
+1 furious greataxe 8320
+2 agile breastplate 4550
gloves of swimming and climbing 6250
heward's handy haversack 2000
steadfast grapple 5000
spirit tear 1800
ring of the savage beast 8000
ring of swimming 2500
cloak of resistance +2 4000
boots of striding and springing 5500
great barghest hero cloak 2800
Our Mysterious Benefactor has offered us a chance to advance the campaign: I figure this might allow us to create a new set of opportunities, some ideas:
1. Goblin Island: We have settled an island, we wake in the morning to pteradon-egg sandwiches and rut with our wives, raiding merchant vessles and are perfectly happy, except for a longing for elf-flesh and more axes.
2. The Fleet: We have 3 or 4 boats and an army of goblins, orcs and other races.
3. Into The Volcano: We have found a treasure map to the island of dragon-y death. We refused to look at the words though, so all we saw is the big picture of a mound of diamonds!
4. For Zogmugot!: We have established a temple to zogmugot and draw goblins to use from all around.
5. Hmmm... that didn't go well: We have been captured by the elf, the dwarf and the shiny man. Because we were all very, very drunk after seizing a ship full of rum. We can't escape until we've figured out how to steal the elf... even as the gallows are being built.
6. A Whole New World: We have a big trauma when we try to group-hug a dryad as she disappears into her tree, now we're all in the first-world, rocking the fey-creature template and surrounded by singing tree, bubblegum flowers and grass so sharp it strips flesh.
Ank-hore will have to make a Concentration check to cast correct.
Strength Check: 1d20-1
or CMB 1d20+1
Nevermind
Ank-hore:
I bet being invisible would help, and don't forget that you have a hero point to spend. Zombies have a weak CMB too, so you might well get off a concentration check (DC16 if they are grappling you, dc12 if it just counts as vigorous motion).
Freaked-out by the undead horde, Crang flies into a rage and tries to smash through the hull of the boat in order to escape.
auto-hit and auto-crit for an unattended object (the boat) and smasher ability means ignores hardness of the wood. smash!:2d10 + 26 ⇒ (7, 3) + 26 = 36
That will go through 3.6inches of typical wood, Yarr!
As I've never used my Good For What Ails You rage power, could I swap it now for Smasher? It might just save Crang's life and I like it when abilities are reflected in-game.
Or is that too cheeky?
The choices are:
1. Rage and Kill Everything.
2. Rage and run away, praying to survive the many hits.
3. Rage and smash a hole in the hull, filling the place with a cascade of water which should create chaos and opportunities for escape.