Poryphanes

Duzz "Li'l Lamb"'s page

89 posts. Alias of Sir Longears.


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Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Thanks very much. It had not worked before, but now it did.

Happy game to all of you and a wonderful new year!


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

@Sir Andreas Eisfalke Von Ulm: It seems you currently have control over this game. Could you be so kind as to remove me from the list of active players/characters? It really just take a couple moments to do so.

Just go to the "Campaign Info" tab and click on "Edit This Campaign" on the top right corner.

Then scroll down until you find two sections labeled "Player" and "Characters", with check boxes in front of them. Please uncheck "Sir Longears" from the Player list and both "Duzz" and "Kazmuk" from the character list. You finish by clicking on "Save Changes".

I'd really appreciate it.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Guys, whenever possible, please remove Duzz from the current players so I can clear my campaign tab.


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Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Not at all, feel free to use both Kazmuk and Duzz as you see fit.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Guys, I wish you all a happy gaming and that you actually finish the game!

When possible, please mark me as a former player, please.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

If I'm being honest, I'm not really looking into continuing. Back in 2018 when I played Kazmuk, we were lvl 3rd I believe. Now, six years later, we are lvl 4th.

I honestly do not feel we'll be able to finish it.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Sad to see you go GM, but I totally understand.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Knowledge (nature), inspiration: 1d20 + 12 + 1d6 ⇒ (19) + 12 + (6) = 37
Sense Motive, inspiration: 1d20 + 3 + 1d6 ⇒ (19) + 3 + (1) = 23

Duzz comes a bit closer to the whole thing, dismounting Marük. "There is a grove of coachwood about 10 miles north that I'm sure would fit your needs and be away from Miss Melianse... of course, I'd expect you not to log the whole place." He gestures towards the Nixie. "Push nature enough, and it pushes back as you've already learned."

"Now, Miss Melianse, you plan on keep these men under your control for as long as it takes for a tree to grow from sapling to full grown?"


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Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

As the group leaves the unbearable Jubilost and his gnomes behind, a lone eagle circles the caravan. It soon leaves, but not before crapping on the leader's head.

---

"Hum..."

Sense Motive, Inspiration: 1d20 + 3 + 1d6 ⇒ (9) + 3 + (1) = 13
K. Nature, Inspiration: 1d20 + 12 + 1d6 ⇒ (7) + 12 + (2) = 21

If Saoirse fails, the abilities, otherwise, weaknesses.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Yup, pretty much want to annoy them. We helped them and in return this Jubilost has been nothing but an ass to us.

They were in danger before, but the mud would not put them in danger again, just make their life miserable for a couple hours trying to move their stuff.

Duzz isn't good and he doesn't really care if it will be well received by the gnomes.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Guys, I'd really like to use Soften Earth and Stone centered on the caravan, creating a 20ft. square of mud that is between 1 and 4 feet deep depending on the toughness of the soil (by the river, probably not tough at all).

Are you against it?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Hum, I think this concludes our business her, yes?" Duzz asks the others, eager to leave the ungrateful gnome to his own business.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

I think we should prioritize information we might miss even when we explore, so monster lairs and hidden features.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Duzz takes most of his clothes off and starts to twist them in order to remove as much water as possible. Seeing the leader's animosity, he sighs, putting his clothes back on.

"I helped without you asking, Caravan Master, and I've done so because I wanted to, with no reward in mind." He calls Marük to his side and climbs. "We have our own provisions and we can make our own fire."

"Thanks for you kind offer." He says to those wishing them to stay, and adds, moving his from one to another until stopping on Jubilost. "May the gods give you twice as much luck and kindness as you have offered us."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Sorry, thought it was still part of the same thing.

Handle Animal, IC, Inspiration: 1d20 + 8 + 2 + 1d6 ⇒ (15) + 8 + 2 + (5) = 30


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

With the ponies unhitched, Duzz guides them back to the shore. "Almost there... shh, shh."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Duzz signals the others to wait. They can't move the wagon without freeing the ponies first.

"Sshh... sshh..." Duzz pats the ponies, working on calming them enough for him to unhitch the poor animals.

Handle Animal, IC, Inspiration: 1d20 + 8 + 2 + 1d6 ⇒ (2) + 8 + 2 + (6) = 18


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Oh my, oh my!" Duzz exclaims as he rides Marük forward and down the hill.

"Coming to help!" Marük rushes past the gnomes and Duzz expertly jumps the saddle and then swims towards the scared ponies.

Ride (fast dismount), Inspiration: 1d20 + 6 + 1d6 ⇒ (12) + 6 + (4) = 22 Free Action

Swim: 1d20 + 4 ⇒ (7) + 4 = 11


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Feeling mobility to be more important than subterfuge, Duzz guides Marük up the hill to also take a peek.

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Many folks used to the wilderness prefer to sleep outside, with nothing but the stairs for their ceiling. Perhaps he used the tree just to keep his possessions safe and during winter."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Cleaning his hands after the deal of burying the madman, Duzz points towards the trail. "Shall we?"


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Once the others have finished their business, Duzz tries to find the trail back to the madman's camp.

Guidance and taking 10 for 20 total.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Dead." Duzz states. "And so is life. The madman's motives will remain a mystery."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Just to confirm, the man is dead then?

Or is there a special reason why the First Aid use of heal not being able to stabilize him?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

As the man does down, Duzz looks around to see if any more foes are jumping at them before dismounting and trying to stabilize the madman.

Heal: 1d20 + 7 ⇒ (20) + 7 = 27


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Not willing to let the madman escape, Duzz moves Marük around to cut him once more. When in place, he kicks the man in order to give Andreas an opening.

Aid Another (Andreas), IC: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

Should be easy for Andreas to flank and +2 on top!


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

The cat gone and Rilka healed a bit, Duzz moves Marük around so he can flank with Andreas. He then tries to unbalance the mad man to help the king even further, but fails.

Aid Another: 1d20 + 5 ⇒ (2) + 5 = 7


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Scared, Maruk brings his antlers and hooves against the cat.

Attack (gore): 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack (hooves): 1d20 - 2 ⇒ (14) - 2 = 12
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Attack (hooves): 1d20 - 2 ⇒ (11) - 2 = 9
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Worried, Duzz has Maruk stepping away from the angry cat while reaching for Rilka with a healing spell. "Can't we just back down and talk?"

CLW: 1d8 + 4 ⇒ (7) + 4 = 11


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

@GM: Just to confirm, since we are in some wooded area, the ground would be considered wet earth for the "soft earth and stone", correct?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Done, sorry for the delay.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Duzz nods to Rilka. "From what I understood, we are not in a rush. Our planned route is still good."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Don't really have more to ask the crow, so Duzz is just waiting for the others to return.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

While the others enter the hut, Duzz remains outside to talk to the crow. From a pocket, he fishes some berries and offers it.

Crow:
"Here it is, noble friend." He waits for it to eat before continuing. "Do you live nearby? What do you know about the old woman in the hut? She doesn't look like one who likes visitors."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"She isn't wrong. Potatoes are very stubborn plants." Duzz says, shrugging. But then he turns to the crow.

Casting Speak with Animals

"You are definitely not peeling potatoes, my noble friend. Do you mind talking to me for a moment?"

Wild Empathy: 1d20 + 5 ⇒ (14) + 5 = 19


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Actually, I for some reason read barding but my mind went to saddle. My elk has no barding since it isn't proficient with armor at all.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

It looks like in my last edit I've deleted my mount's stats from my page. It is an elk and should have barding


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Don't mind which path to take to be honest. I'm good with following Rilka's route as she is the map maker.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

While somewhat metagamy, how close are we to level 5? If we could deal with other stuff and level up before returning to deal with the wisp, that would be nice.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

"Exploring seems a sensible thing to do."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search
GM_Coreyllon wrote:
So I am fine with Druid Herbalism as a means of adding healing spells. But it does make any potion so we will give it a try, but if it gets excessive with buffs or other potions it may need to be nixed.

No problems with that. My main purpose is indeed healing and utility. Druids have some very fun but also very circumstantial spells that this could let me make use of them. If you prefer, we could house rule a max number of potions for him to be able to keep at any given time.

GM_Coreyllon wrote:
You cannot be small and have Soul Seer. Both require you to give up your Spell Like Ability. I assume you prefer to stay small, so in that case you would lose your Soul Seer ability and retain the Fiendish Sorcerer ability or some exchange of that ability.

Actually, the small size isn't due to a variant ability from that table, but instead from the information about non-human tieflings.

Tieflings

Non-Human Tieflings wrote:

The creatures of the depths of the Outer Planes do not limit their foul miscegenation to humanity. Elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans. Other humanoids see tieflings in their midst as well. Many of the monstrous races of the world have demonic origins—most notably gnolls, who still thank the Mother of Monsters for their birth. Ogres, orcs, half-orcs, goblins, and other creatures that call upon the powers of the evil Outer Planes are equally likely to see tieflings living among them, but unless a given race holds to a code of racial purity, tieflings are far less likely to be shunned by such populations.

It should be noted that while any monster or animal that breeds with a fiend may give birth to half-fiend offspring, only humanoids may give birth to tieflings. Thus, while it’s possible to encounter a half-fiend dragon, bear, or otyugh, any children of such creatures would be either half-fiends or normal members of their race. (And just as often, these less conventional half-fiends are simply sterile.) When discussing half-fiends and tieflings, it’s important to distinguish them from both true fiends (devils, demons, etc.) and simple fiendish creatures (creatures with the fiendish template, which are themselves denizens of the evil Outer Planes but similar in many ways to their Material Plane counterparts).

In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

That being said, I don't really care about Soul Seer, so if you want me to remove it for whatever reason, no problem.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Here is Duzz as a druid.

Still need to pick a trait, a feat, and the daily spells.

I went with the wild whisperer archetype in the end. In terms of attributes, the only changes were lowering Dex by 2 and raising Wis by the same amount. Skills suffered a bit, since had to sacrifice a bit of mobility and social skills, but kept Disable Device because I thought it was important.

Since druids aren't really great at healing (no channel and no conversion to cure), I picked up druid herbalism as it will allow me to convert hours of rest into potions for the party. I'm aware this option can be exploited by crafting a bunch of stuff for selling, but I'm for sure not going to do it.

I've changed his items a bit, since now he isn't proficient with his former weapons. Basically got rid of his mw shortswords and mw comp shortbow for a magic shield and a mw scimitar.

Duzz'ruid:
Tiefling druid (wild whisperer) 4
N Small outsider (native)
Init +3; Senses darkvision 60ft.; Perception +11
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 24, touch 15, flat-footed 20 (+5 armor, +3 Dex, +1 dodge, +1 natural, +3 shield, +1 size)
hp 35 (4d8+12)
Fort +7, Ref +5, Will +8
Resistance 5 fire
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Speed 30 ft.
Melee mw scimitar +5 (1d4+1/19-20) or
Melee dagger +4 (1d3+1/19-20)
Ranged dagger +6 (1d3+1/19-20) [10 ft.]
Spell-like abilities (CL 4th; concentration +7)
At will - deathwatch
Druid Spells Prepared (CL 4th; concentration +7)
2nd - *, *, *
1st - *, *, *, *
Orisons - *, *, *, *
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 12, Dex 16, Con 14, Int 14, Wis 16, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Dodge, *
Traits Criminal, Pioneer, *
Skills 24 Ranks; 8 Background
Bluff +3 (+1 Cha, +2 race)
Climb +4 (1 rank, 3 class, +1 Str, -1 ACP)
Disable Device +12 (4 ranks, 3 class, +3 Dex, +2 circ, +1 trait, -1 ACP)
Handle Animal +8 (4 ranks, 3 class, +1 Cha)
Heal +7 (1 rank, 3 Class, +3 Wis)
K. Geography +9 (4 ranks, 3 class, +2 Int)
K. Nature +12 (4 ranks, 3 class, +2 Int, +2 class ability, +1 trait)
Perception +11 (4 ranks, 3 class, +3 Wis, +1 trait)
Profession (herbalist) +10 (4 ranks, 3 class, +3 Wis)
Ride +6 (1 rank, 3 class, +3 Dex, -1 ACP)
Stealth +11 (3 ranks, +3 Dex, +4 size, +2 race, -1 ACP)
Survival +9 (1 rank, 3 class, +3 Wis, +2 class ability)
Swim +4 (1 rank, 3 class, +1 Str, -1 ACP)
Armor Check -1
Languages Abyssal, Common, Druidic, Halfling, Sylvan
SQ druid herbalism (3/day), inspiration (4/day), nature sense, scaled skin, skilled, soul seer, wild empathy +5, wild shape
------------------------------------------------------------------------
EQUIPMENT
------------------------------------------------------------------------
Weapons dagger, mw scimitar
Worn +1 heavy wooden shield, +1 lamellar leather armor
Slotted Items cloak of resistance +1
Wands, Rods, Etc -
Backpack mw thieves' tools
-Consumables: wand of cure light wounds (50 charges)
Belt Pouch 1418gp
Other bat, elk, hawk, owl, viper

------------------------------------------------------------------------
SPECIAL ABILITIES
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Druid Herbalism Duzz can use combinations of natural ingredients to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect. Duzz can create a number of free herbal concoctions per day equal to his Wisdom modifier. Additional concoctions cost half as much as creating an equivalent potion using Brew Potion and takes half as much time. He can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares). When a creature attempts a Perception or Spellcraft check to identify one of Duzz’s concoctions, the concoction appears to be a different herbal concoction of the his choice unless the creature exceeds the identification DC by 5 or more. Duzz must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that he tried to fool it.
Inspiration (Ex) Duzz has an inspiration pool equal to 1/2 his druid level + his Intelligence modifier (minimum 1). His inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Duzz can only use inspiration once per check or roll. He can use inspiration on any Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Ride, Sense Motive, Survival and Wild Empathy checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Wild Empathy (Ex) Duzz can improve the attitude of an animal with this ability just like a Diplomacy check made to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Duzz and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Duzz can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Wild Shape (Su) Duzz has the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which he is familiar. Duzz loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

"Not everything has a deep hidden purpose." Duzz says as they search. "He could very well be just a loner. No friends or family because of his curse, so he roams around the lands, skipping town when the deaths start to pile and suspicions to rise."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

@GGM_Coreyllon For some ridiculous reason, the developers of the Feyspeaker archetype decided to create a separate ability called "Wild Mischief" that is just Wild Empathy (WE) but for bluff instead of diplomacy.

Everywhere else when this happens (there are a couple instances of abilities that let WE do Intimidate), they just alter WE to allow such a thing. This is relevant because there are some other abilities/feats that improved WE so I'd like to know if you'd consider allow such things to also affect this Wild Mischief.

IMO, these abilities are most often very bad and spending resources to make them somewhat viable/relevant is not a good move on my part if we consider strategy, but I'd like to try for the RPing aspect.

As usual, if this becomes problematic at anytime, you'd have the prerogative to change it back.


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Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

I'm ok changing Duzz to druid. I'd go for the Feyspearker archetype since it is very close to his concept after all and since it has more skills than a regular druid, I'll be even able to keep Disable Device. The animal focused theme will remain strong as well, and the only loss will be his offensive capabilities (unlike most druids, this archetype has 1/2BAB).

Considering the lineup I don't feel that would be as impactful as we having only Saoirse capable of healing.

I'll work on the changes and post here for approval.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

So, with Jacob gone, what is the plan? He was the main healer, correct?

Here is an idea if we do not want to go to recruiting again. While Duzz is a rogue, he has not shown many of his rogue-ish skills and in fact shown much of his the abilities that are those of a druid. It would not be hard for me to do some tweaks on him and have him as a druid instead.

Of course this will lose us Disable Device, but would that be that backbreaking?


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Massaging the scar left by his newly healed wound, Duzz joins the others to look at the dead man. "That... could have been done better, but considering we are all still breathing, it could also have been much worse."

"What do you do with killers around here? A proper burial would be nice. Show the body back in town could bring some closure to people, but since he is back in his human form, it could bite us in the ass."


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Jacob guides his horse towards Saoirse so he can heal her.

CLW: 2d8 + 4 ⇒ (1, 8) + 4 = 13


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

It appears we have lost Jacob?

I've taken a look on his games and his last post was almost over a month ago.


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Stabilize: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16


Male N tiefling druid (wild whisperer) 4 | HP: 35/35 | AC: 23 (14 Tch, 20 Fl) | CMB: +3, CMD: 16 | F: +7, R: +6, W: +8 | Init: +3 | Perc: +11, SM +3 | Speed 30 ft. | Active conditions: none. | EA: Search

Can't blame him for losing his patience lol!

Stabilize: 1d20 + 2 ⇒ (6) + 2 = 8 -2/35