Lizardfolk Sorcerer

Glickly's page

109 posts. Alias of PJP.


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Please consider Glickly as a member of your band. He would probably be leaning half face/half front liner - both a charmer and a brute.

Background:
Glickly is the offspring of a pair of Nagji priest-warriors who came to Sandpoint as part of the Kaijitsu family when they moved to the area. While his family knew Lonjiku well, Glickly only recalls bits and pieces from his childhood. Instead, he preferred to watch others from atop the cliffs and sit in solitude. He is a friendly sort, but was often concerned with his appearance, so clearly different from everyone else. As such, he sometimes resorted to fear and bullying to get his way, and even occasionally magical charms. Still, he has made a few good friends in Sandpoint, and he has always considered it his home.

Glickly’s family are devout worshippers of Nalinivati, the Serpent’s Kiss, and raise the young nagaji in these traditions, including some dabbling into arcane magics and of course, the weapon of their religion.


How about this as an alternate: Gizmo, a Human Grenadier Alchemist, Tinkerer and Engineer.

Background Story:

Frank Ghizmadeus comes from a decent family, one with enough wealth to afford to send him to school. He excelled at studies of chemistry and engineering, as well as learning much about spellcasters and the principles behind magic.

Unfortunately, Frank was a bit awkward, finding it hard to make friends. So he would spend most of his time creating chemical compounds or tinkering with his gadgets, most which did not work but every now and then he would create something fun. His classmates would call him Gizmo, and the moniker stuck.

Gizmo was also quite the history buff, with ancient Azlanti being a particular interest. Still, when he heard they were recruiting people to start a new life as a colonist, he balked at the idea. "Why would I ever leave the comforts of home?"

One fateful day, a man approached him to help with a "project". The money seemed good, and he was board, and most importantly, the man seemed quite friendly, and Gizmo always wanted friends. Sadly, it turned out this man was using the scholar to create methods for smuggling in illegal substances, and then he wanted Gizmo to start creating poisons and other dangerous compounds for his criminal organization. Once Gizmo found out, he wanted no more part of it, but he was in too deep to easily get out. So instead, he enacted a plan to destroy all of his work, and put a significant dent in the organizations business.

Realizing he had not thought through to the end, he suddenly needed to disappear, and quick! Now, the prospect of moving away to a deserted colony became quite attractive, and he immediately signed up for the next transport. Luckily, the Bountiful Venture Company saw a use for his engineering and survival skills, and were happy to have him.

Crunch:

Frank "Gizmo" Ghizmadeus
LG Human Grenadier Alchemist 2
Languages: Common, ancient Azlanti, Dwarf, Sylvan, Gnome, Aquan

Movement: 30 spd
Init +2 (+2 Dex)
HP 17 (8 +1 Con +1 FC/5+1+1)

DEFENSE
AC 17 (+5 armor +2 Dex), touch 12, flat-footed 15
CMD 13 (10 +1 Str +2 Dex)
Fort +3 (+2 class +1 Con)
Ref +4 (+2 class +2 Dex)
Will +1 (+0 class +1 Wis)

Defensive Abilities

OFFENSE
Base Attack +1; Melee Touch +3; Ranged Touch +3
CMB +2 (+1 BAB +1 Str)

Extracts Prepared
1.1 Cure light wounds
1.2 Monkey fish
1.B Shield

Melee Attacks
Dagger +2 att / 1d4 P or S dmg 19–20/×2 10 ft. (+1 BAB +1 Str)

Ranged Attacks
Heavy crossbow +3 att : 1d10 P dmg 19–20/×2 120 ft. (+1 BAB +2 Dex)
Dagger +3 att : 1d4+1 P or S dmg 19–20/×2 10 ft. (+1 BAB +2 Dex, +1 Str)

Bombs +3 vs touch : 1d6+3+1 Fire Dmg 10 ft.

+1/+1 Point Blank Range

STATISTICS
Str 5 14 14(+2)
Dex 5 14 14(+2) - AC, Finesse (touch)
Con 2 12 12(+1)
Int 7 17 +2 17(+3)
Wis 2 12 12(+1) - Spell level + DC Need 19 by level 16
Chr -1 9 9(-1) - Number of uses

SKILLS 16 (4 +3 Int +1 Human/4+3+1)
Acrobatics +3 (+2 Dex)
Bluff -1 (-1 Chr)
Climb +2 (+2 Str)
Diplomacy -1 (-1 Chr)
Disguise -1 (-1 Chr)
Disable Device* +6 (1 rank +2 Dex +3 class)
Escape Artist +2 (+2 Dex)
Fly* +2 (+ Dex)
Heal* +5 (1 rank +1 Wis +3 class)
Intimidate -1 (-1 Chr)
Knowledge(arcana)* +7 (1 rank +3 Int +3 class)
Knowledge(local) +5 (1 rank +3 Int +1 trait)
Knowledge(nature)* +7 (1 rank +3 Int +3 class)
Perception* +6 (2 rank +1 Wis +3 class)
Ride +0 (+0 Dex)
Sense Motive +1 (+1 Wis)
Slight of Hand* +6 (1 rank +2 Dex +3 class)
Spellcraft* +8 (2 rank +3 Int +3 class)
Stealth +2 (+2 Dex)
Survival* +5 (1 rank +1 Wis +3 class)
Swim +3 (1 rank +2 Str)
Use Magic Device* +9 (2 rank +3 Int +3 class +1 trait)

Background Skills 4 (2+2)
Appraise* +7 (1 rank +3 Int +3 class)
Craft(alchemy)* +8 (2 rank +3 Int +3 class +1 /2level) for crafting
Knowledge (Engineering)* +4 (1 rank +3 Int)
Knowledge (History)* +5 (1 rank +3 Int +1 trait)
Linguistics +4 (1 rank +3 Int)

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Added Knowledge(history) as trait. Skill Ranks per Level: 4 + Int modifier.

EQUIPMENT
Artisan's outfit (1 gp)
Chain shirt (100 gp)
Buckler (5 gp)

Bandolier
Bandolier

Dagger (2 gp)
Crossbow, heavy (50 gp)
Bolts (20) (2 gp)
bombchucker (12 gp) - +10' range

Alchemist lab (200 gp)
Hybridization Funnel (200 gp)
Formula Alembic (200 gp)

Backpack (2 gp)
Bedroll (1 sp)
Waterskin (1 gp)
Masterwork Thieves' Tools (100 gp)
Ink (1 gp)
Pen (1 sp)
Torches (10) (1 sp)
Rope 50' silk (10 gp)

Acid (3) (10 gp)
Alchemist's Fire (3) (20 gp)
Antitoxin (3) (50 gp)
Tindertwigs (10) (10 gp)

COINS
PP – 0
GP – 23
SP – 7
CP – 0

FORMULAE BOOK 2+3int+1 2nd lvl
1st Level: Cure light wounds, enlarge person, monkey fish, touch of the sea, shield

FEATS
Martial Weapon Proficiency (Trident) Brew Potion (Grenadier Alchemist bonus)
Throw Anything (Alchemist bonus)
Point Blank Range (Human Bonus)
Precise Shot (Level 1)

DISCOVERIES
Precise Bombs (Grenadier Alchemist 2 bonus)
Infusion (Level 2)

TRAITS
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.
Benefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

I may change the Martial Weapon Proficiency to Bow rather than Trident, or maybe even something else. It comes with the Grenadier archetype, but I think the crossbow is more in flavor with Gizmo's love of engineering.

Let me know what you think.
Thank you!


How far in are you? I have this character that is in a currently in a campaign that has lost the GM. We were not very far in, though, so I would have some basis for what is happening, but maybe missing a few details.

However, reading over a bit of your journey so far, I think I would rather submit a human alchemist with infusions or a wizard that brews potions... someone that can help buff the party through collecting and processing the local fauna sort of thing.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Hope things balance out for you soon, caps!


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

I am going to be travelling Sept 20-23. I might occasionally get to check in and post an update, but for the most part I will not be online. Please feel free to bot me using whatever disposable resources I have.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Not proficient either, but we will take it even if no one is now...


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Let's check out this last building, and then decide what we are going to do."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

How many buildings are left to examine?


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Well, now we know more. And let's watch each other, in case it begins to affect us as well."

Glickly looks for the cause of the click sound, thinking perhaps something opened.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly is hoping this is a chatty ghost...


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Imposters? Who are we pretending to be?"

Despite being taken aback by the sudden ghostly appearance, Glickly is more confused and desparate for answers than he is afraid.

"Please tell us what happened here. Were you a colonist? Did you know Jonas Kelson? I was to meet him here."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Survival: 1d20 + 7 ⇒ (18) + 7 = 25

Glickly just never learned much about other religions, but his father did teach him a little something about tracking.

"Blood. It's old... few weeks or a month maybe, but the trail leads out the front entrance."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Happy to see some healing occuring, Glickly simply sits and waits for the others to finish up. Nothing here they have found holds much interest for him, but he will pack up the arrowheads if no one takes them, and also pick up one of the machetes in case he might need to cut something later.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly forgets his earlier trepidation as he jumps to help Mr. Copperpot without hesitation.

"Calm down, let me take a look. Someone tie up that goblin so we can get some answers!"

Glickly checks the wound to see if the gnome is properly worried.

Heal: 1d20 + 7 ⇒ (7) + 7 = 14


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly moves to the center of the room and flicks his tongue again, trying to slow down the blue goblin this time.

Cast Touch of Fatigue, DC 13 Fort save to avoid fatigue.
Ranged Melee vs Touch AC: 1d20 + 0 ⇒ (20) + 0 = 20 If only a crit mattered here!


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly summons moisture from the surrounding air, and mutters a few religious sounding incantations of his own. Then, with a flick of his tongue, he tries to deliver a cold surprise to the red-eyed goblin.

Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Frostbite damage: 1d6 + 1 ⇒ (5) + 1 = 6
and the target is fatigued!

Casting Frostbite, delivering with 15' range melee touch attack.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"A week ago? I don't think anyone has lived here for more than a month! So who was using the forge?"


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"I don't think anyone had time to grab even basic tools. Whereever they went, they would have had a very hard time surviving, I fear..."

Glickly waits for others to lead the way in.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Well, at least we have something to eat. But no more idea as to where everyone has gone..."

Glick follows Noiraigue to the next building.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Remember, these should do +50% damage to swarms.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glicky does indeed pull out a second bomb, and tosses it into the swarm.

Ranged Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1d3 ⇒ (4) + (3) = 7

"That's if for fire..."

If that doesn't disperse the swarm, Glickly will follow the others out.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

I am going to be out for a few days, but will try to keep up by phone. Feel free to bot Glickly as you need to, though.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Are these normal sized cockroaches? If so, Glicky is happy to have found lunch!

Glickly pulls out and alchemists fire and throws it in the most dense patch of bugs.

Throw: 1d20 + 4 ⇒ (15) + 4 = 19
Fire Damage vs swarm: 1d6 + 1d3 ⇒ (5) + (3) = 8


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Having darkvision, Glickly did not even consider a light source, although it took some time for his eyes to adjust.

"Sorry, I do not have a light."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Wasted food, and spoiled. So this wasn't something that happened yesterday..."

Glickly looks around for any safe foods. While the ship is not far off, it probably isn't stocked with food for everyone for a return trip home. I assume we aren't trying to make this home, now... Gulp.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Sadly, it is not on my spell list.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Works for me


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

I assume detect magic worked even if not the spellcraft, so I am am not sure - was I identifying the wand? Or did something else radiate magic?

Glickly grabs the wand if no one else does, and makes sure someone collects the coins... although he isn't sure what good they will do anyone here.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly casts detect magic and looks about.

Spellcraft: 1d20 + 1 ⇒ (8) + 1 = 9

He shrugs and is ready to move on.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"I am afraid that I can't, at present, do much for your wounds, but if we rest for the night and I am able to commune with the waves of the sea, I believe I can ease your pain in the morning."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly flicks his tongue again. His aim hasn't improved.

Ranged Melee Touch Attack: 1d20 + 0 ⇒ (6) + 0 = 6


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly casts frostbite, and flicks his very long tongue to deliver it. Unfortunately, his skill in this area is pretty poor.

Ranged Melee Touch Attack: 1d20 + 0 ⇒ (9) + 0 = 9


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly enters the building, loading his crossbow.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

...


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly takes the logs for further perusal, hoping to find some good news of his friends. "Strange to not only remove pages, but to try to remove them so carefully in hopes that we didn't notice?"

Packing them up, he quickly hops after the others to explore more buildings.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Me either. Maybe there is a key out here?" Glickly starts looking for a key.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Enemies? Really? I don't see any signs of fighting. Slavers, maybe? I think we would find at least one person left behind."


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Sorry - I wasn't explicit, but Glickly did cast detect magic as part of trying that spellcraft check. The identification failed, but I am assuming the detect magic part would have revealed it was magical. I assume Copperpot did the same since he identified the potions.

Glickly will grab the shirt and stick it in his pack, for later discussion.

"Yes, maybe there are some records in there about how the colony was operating, any visitors or merchant ships coming in?"


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Spellcraft: 1d20 + 1 ⇒ (2) + 1 = 3

"I wouldn't trust them."

Glickly looks around, and then starts heading for one of the buildings to investigate further.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Sorry, no healing here. Maybe someone left something useful for your wounds?"

Glickly looks around, but besides looking for something to heal Noiraigue, he also looks for anything familiar from his friend's family.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly nods and follows.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"I don't see any signs of disease or death, though. And nothing looks like there was an attack. Could they have simply left?"


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Wow - that's hitting you from all sides. I hope the health issues resolve quickly, and that all goes well with the other.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

"Maybe they are just planning a surprise for us? I don't see anything to indicate foul play."

Glickly hops out of the boat onto the dock, and heads for the buildings.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly chants a few words, and then slashes water into his face. Then he retrieves and begins folding his net.

Given the shallow depths, the grippli just walks to shore.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

This sounds fair to me.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly holds the rope but doesn't try to pull it in. He was more just trying to delay it and scare it off rather than actually capture it.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

I think the rope is 10' length. The description doesn't say, but that's what max range is.

Glickly mutters a quick incantation and suddenly his long tongue shoots out into the water, toward the thing in his net.

Casting touch of fatique
10' reach touch attack: 1d20 + 0 ⇒ (18) + 0 = 18


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly's knowledge in these areas is light, but a creature in the water is nothing new to the shaman of the deep blue. He pulls out a net, and throws it at the very close attacker. Assuming AoO here.

Net Throw - ranged touch attack, sitting: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16

Net Effect for easy reference:
If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.


NG Male Nagaji Cleric 3 HP: ?/? | AC: 20. 10 Tch. 20 FF | F:+4 R: +1 W: +5 | Perc: +4 SM: +2 Active: None

Glickly looks a little shell-shocked as he hops into the small boat. "Maybe they are all hiding to give us a surprise?" He doesn't look convinced, but he is ready to go see what he can see.

"Let's go."

Full Name

Carguk Ortguth

Race

Half-Orc

Classes/Levels

War Priest

Gender

Male

Alignment

Chaotic Good

Deity

Gorum

Location

Andorian

Languages

Common, Orcish

About Carguk

A second generation orc slave.