Grindtooth

Jugdaz's page

14 posts. Alias of chunky04.


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Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz will mostly do exactly as directed, but can’t help himself from trying to put Cure Light Wounds into one of the patches. He will try and do it at a time when Grammel doesn’t appear to be paying too much attention in case she takes umbrage.

Spoiler:
If his future Witch patron has something to suggest in this he would do that as well


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz starts as he realises he's busted. "Ummm, not know Tak, Loptop say come here help Grammel do chores. Wait! You say magic? Jugdaz has big magic from spirit!"

Jugdaz then casts Cure Light Wounds to prove it.

If:
If Grammel appears injured, Jugdaz will heal her, otherwise he will demonstrate on himself.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz leaps into action, saying "Jugdaz help" and he grabs the legs and pulls this goblin out.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

"Magic?" Jugdaz ears perk up when he hears the word. "Jugdaz likes magic!"

He then runs pell mell to where he's observed Grammel might be.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz channels Gollum and says"No, my precciousss freedom - please Jugdaz can do chores too! Jugdaz tied spider up!"

Spoiler:
Charisma: 1d20 ⇒ 10 If this is needed to help my cause


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

i was going to post something about Jugdaz struggling as he is lead away, but feel it would break up the narrative.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz climbs high similar to Beaknose, then cups his hand to his ear hoping to inspire some applause. When he fails to get any, he digs in his ear for some wax, then conjures his own applause with Ghost Sound. Then he does a Frog Splash on to Beaknose, after which he will heal Beaknose with Cure Light Wounds(if he manages to land on him).

Dexterity check to land on Beaknose: 1d20 + 3 ⇒ (8) + 3 = 11

Damage, Non-Lethal: 1d3 ⇒ 3

Charsima: 1d20 ⇒ 12

Failing to land on Beaknose, Jugdaz hits the ground fully splayed out, again trying to be too ambitious and not getting to where he thinks he will.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz looks as though he’s listening to a conversation no-one else can hear for a moment, then puffs out his chest and pipes up

”I can take dese two and still beat Kettlehead to da biggest toad!”


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Yep, sorry I probably should have added some flavour text to that effect, but I thought I'd already gone over the top before the role with the Ultimate Warrior reference, and seeing Jugdaz avatar has a wrestling mullet :)


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Just checking, but was Jugdaz still supposed to take damage when he successfully wrangled the spider?


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

My dice have been pretty good. I'm on call with no fam around over the next few days, so fairly easy for me to post, but I understand most will be busy.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Having come so close last time, and down to his last go, the voice that talks to Jugdaz suggests he grab the spider enclosure fence, shake it around while throwing his head around like a maniac. Having prepared, the Ultimate Jugdaz has another go!

Wrangling: 1d20 - 1 ⇒ (11) - 1 = 10
Tying Up: 1d20 + 3 ⇒ (12) + 3 = 15


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Oops, sorry about that.


Male Goblin Adept 1 - HP 8/8; AC 14/T 14/ FF 11; Fort +3, Ref +3, Will +3; CMB -1, CMD 12; Init +3; Per +6; Spd 30

Jugdaz moves furtively out of the cage, making sure to be in the middle of the group so as not to draw attention.

He is unsure about what exactly Loptop means, but has no intention of asking a question.

He prepares to mend a weapon or conjure water (albeit without a container) if asked to demonstrate his usefulness immediately.

If Loptop is suggesting they go out into the Brinestump Marsh, he will look to join up with a group that looks strong, though he is a bit leary of Kettlehead.

Knowing exactly what the Boneyard is, Jugdaz cringes a little when he hears Guel speak up.