Boggard

Kermit the Half-Fiend Frog's page

73 posts. Alias of David Fryer.


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STOP!!!!!!!!!!!!!!!!!!!!!!!!

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Licks his lips Oh yes, I'll save you.

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Quack! Excuse me, it must have been something I ate.

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Page 155.

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RRRRRRIbbbit

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10

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9

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8

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5

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4

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3

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2

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1

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And me.

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er

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weis

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Bud

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er

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weis

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Bud

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mean.

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work.

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up

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DMcCoy1693 wrote:


Mulsims (even moderates) have made it clear that pictures of their prophet are off limits as far as ridicule goes. Respect their wishes. Personalities like al Sadr, bin Ladin, Ahmadinejad are not off limits. Ridicule them; leave their prophet alone.

Just as a reminder, moderate is one of those words the article said was off-limits. This has been a friendly reminder.

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Airplane? or doggy ball launcher?

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I still think he should date Matt Lauer. Then he could write a tell all book and make millions instead of just thousands.

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Heathansson wrote:
David Fryer wrote:
4th Edition caused the recession.
I blame bush for 4th Edition.

I blame Carter for you blaming Bush. ;p

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That is crazy.

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Zee french chef told me it was definately a hot tub.

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He's just try to provoke the Jacks into starting a war. The Jacks have been so nice, I here they even have a hot tub for us. And yes, we would put in an art supply store.

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While he's gone we should turn his cave into a strip mall.

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Yummy, lunch. Tries to swallow Labradoodle.

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That's not very nice. We be much betta than roaches. I tell ya, it's not easy being green.

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rrrriiiibbbbiiiitttt

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Epic smurf fail

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This looks like a good place to hang out. With all the horses there is bound to be some flys. Oh, there's one grabs Paizomatrix with his tounge Slluuurrrrppppp

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seekerofshadowlight wrote:
I like your old one better. And folks can have my avatar when they pry it from my could undead hands.

That can be arranged.

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I'm hungry.

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Only if you can boil the boil.

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Yeah, right.

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Malice Jack wrote:

Returns from Acme Depot. Finds a quiet corner with a low ceiling. Sets up large spring, puts box marked TNT on top of it. Ties string to spring and brings it around corner. Takes out chicken and puts boxing gloves on it, placing the hapless fowl on the box's top. Lights the fly-scented candles. Finally hammers a sign into the ground:

The Masked Pollo Loco takes on all comers! Go three rounds and win a surprise!

Runs around corner and picks up the string, making a gear-clashing sound that almost sounds like a robot giggling

Quick grab the citrus marinade and fire up the grill.

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Which s word? Smurf?

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No, they are just missing smurfs.

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Jack's Right Hand Man wrote:
Labradoodle wrote:
Jack's Right Hand Man wrote:
We have a serious problem my fellow Jacks. The frogs are trying to steal the OTD presidential election. We need to have an emergency meeting.
The poodles are still with you.
Very good. I caught those frogs destroying Jack Callous votes. They'll pay for this.

Those were votes? We thought they were flies and lilly pads. Our bad.

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Smurfs, putting the laughter back into slaughter.

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RRRIIIBBBBBBBBIIITTTT!!!!

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CourtFool wrote:

Beaver Cleaver wrote:

yip!
(humps Madonna's leg)

To boldly go where half a dozen poodles have gone before!

How do you know fuzzy?

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Emperor7 wrote:
David Fryer wrote:
CourtFool wrote:

Have I mentioned I am throwing my support behind Callous Jack?

He could not possibly be any worse that the current two options.

He could have poodles in his cabinet ;p
better than a poodle in the closet! ;)

The only good poodle is a dead poodle.

Full Name

Micha d'Jorasco

Race

Halfling

Classes/Levels

Druid/2

Gender

Female

Size

Small

Age

32

Special Abilities

Nature bond, nature sense, orisons, wild empathy, Woodland stride

Alignment

CG

Location

Vedykar, Karrnath

Languages

Druidic, Common, Halfling,

Strength 9
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 17
Charisma 19

About Micha d'Jorasco

Current Status:
HP 13/13

Prepared Spells:
Orisons: Detect Magic, Detect Poison, Purify Food and Drink, Guidance
1st: Cure Light Wounds, Detect Snares and Pits, Speak With Animals
2nd: Bull's Strength
3rd: Cure Moderate Wounds

Defense:
Fort: +6 (+3 base + 2 Con +1 size), Ref: +1 (+0 base +0 Dex +1 size) , Will: +7 (+3 base +3 Wis +1 size)
AC: 13 (10 + 2 armor +0 dex +1 size)
Touch: 11 (10 +1 size)
Flatfooted: 13 (10 +2 armor +1 size)
CMD: +9 (10 +1 BAB -1 str -1 size)

Offense:

BAB: +1
CMB: -1 (+1 BAB -1 str -1 size)
Speed: 20 ft
Sling: +2 (+1 BAB +1 size +0 dex)[1d3-1 damage crit x2]
Master Work Dagger: +2 (+1 master work +1 BAB +1 size -1 str)[1d3-1 damage crit 19/20 x2]
-----Thrown: +3 (+1 master wrok +1 BAB +1 size +0 dex)
Dart: +2 (+1 BAB +1 size +0 dex)[1d3-1 damage crit x2]
Iniative: +0

Statistics:
Feats: Least Dragonmarked, Gatekeeper Initiate
Traits: Sacred Touch, Dangerously Curious
Racial Traits: Small, Slow Speed, Fearless, Halfling Luck, Keen Senses, Sure-Footed

Least Dragonmark (Mark of Healing): cure light wounds 1/day, +2 on heal checks

Spells Level/Per Day:

Orisons: 4
1st: 3
2nd: 1
3rd: 1

Spells able to cast with the Gatekeeper Initiate Feat (as if they were on the Druid Spell list):

1st: Protection from evil
2nd: Zone of natural purity
3rd: Dimensional anchor
4th Nature's wrath
5th: Banishment
6th: Dimensional lock
7th: Return to nature
8th: Mind blank
9th: Imprisonment

Skills:

Handle Animal: +8 (+1 rank +4 cha +3 class skill)
Heal: +9 (1 rank +3 wis +3 class skill +2 Dragonmark)
Knowledge (nature): +7 (+1 rank +1 int +3 class skill +2 Nature Sense)
Perception: +9 (+1 rank +3 wis +3 class +2 racial)
Ride: +4 (+1 rank +0 dex +3 class skill)
Spellcraft: +5 (+1 rank +1 int +3 class skill)
Stealth: +9 (+1 rank +0 dex +4 size)
Use Magic Device: +9 (+1 rank +4 cha +3 class skill +1 Dangerously Curious)

Equipment:

Traveler's Outfit: 1 (1.25 lbs)
Identification Papers: 1 (? lbs)
Sling: 1 (0 lbs)
Sling Bullets: 10 (5 lbs)
Master Work Dagger: 1 (1 lb)
Darts: 10 (5 lbs)
Leather Armor: 1 (7.5 lbs)
Goblin Tooth: 1

Coins:

CP: 14
SP: 9
GP: 464
PP: 40

Appearance:

Micha stands 3'2" tall and weighs 33 lbs. She has wavy mahogany brown hair that falls to the middle of her back, and is usually worn loose. Her deep set eyes are a golden brown. She has a Least Dragonmark: Mark of Healing just under her jugular notch. She dresses in simple clothing, generally in shades of brown and green.

Background:

Micha was born into the Dragonmarked House Jorasco in Karrnath and lived a privileged life in her early years. Even as a child, Micha experienced the pull of wanderlust that is so prevalent amongst Halflings. She would often slip away from home to go explore the “forest”, which was really just a copse on her family’s estate just behind the manor. She would dream of the day when she could really leave and go travel the world; she so wanted to visit the real forests, oceans, and mountains just like her Aunt Basia.

Micha looked forward to the rare occasions when Aunt Basia would come for a visit with her wolf, Draha. Those visits became even scarcer after her mother, Bia, and her father, Makar were overheard by Micha arguing with Basia over Micha’s future. Micha was able to discern that her mother had agreed that Micha could travel with Basia when she was of age, but now that Micha had manifested a dragonmark, her parents no longer wished for her to go. They felt that it was only appropriate for one bearing the mark to stay where she was needed and be in service to her House. Basia told Bia and Makar that Micha felt the calling, just as she did, and that it didn’t matter what they wanted her to do, one day Micha would go. She said that it would be better for Micha if when that day came, she left with Basia instead of on her own. Her parents refused to believe, Basia, however and instead did their best to raise Micha to be a respectable member of House Jorasco.

This didn’t deter Micha, not in the slightest. She became bolder with her adventures away from home. It became common for her to be absent for days at a time, and on a couple of occasions Micha was gone for several weeks. Her parents would send hired guards and house servants out to find and fetch Micha. She never attempted to evade her search party, and never gave argument until the day one guard attempted to tell Micha that she could not bring the young wolverine she had bonded with home with her. Under strict orders to not in any way harm Micha, not even touch her unless it was a matter of her personal safety, the guards eventually had to settle for forming a ring around Micha as she walked the entire way home, refusing their mounts if it meant leaving Poppy behind. Poppy followed along gleefully, pouncing on Micha’s feet and using her teeth to tug at Micha’s clothing in an attempt to get her to stop and play, the whole way home.

Shortly after Micha’s twentieth birthday, she entered into her mandatory two year service in the Karrnathi army. It was here that she got her first real good look at the evil that her country supported in the form of undead soldiers. She, like all Karrnathi citizen, had heard of the stories of the great undead forces used in Karrnath in the last war, and she knew that Karrnath still employed these forces to a lesser extent in the army but she never knew the size of those forces that remained. Being near the undead Micha became certain that they were unnatural abominations. Their presence made her skin crawl, and their mere existence kept her awake at night.

Very few seemed to share her abhorrence for the undead, and so Micha kept her feelings to herself and did her best to avoid them as much as possible. Since the army took great advantage of the healing powers granted to Micha through her Mark of Healing, she did not have to be in close proximity to the undead too often, for the undead did not need her healing. She was relieved when her service ended and she was able to return home once more. Unfortunately, the nightmares brought on by the undead did not stay behind; they continued to trouble Micha long after she returned to the safety of her home.

A few months later she was ecstatic to see her Aunt Basia and Draha walking down the road that lead to the manor. She rushed out to greet her aunt, Poppy right behind her. Basia greeted her niece with a hug, and after taking in the wolverine sniffing around and growling at Draha, she gave Micha a knowing smile and said only, ”It is time.” Micha walked with her aunt back to the manor to find her parents waiting outside. Micha will never forget the look of sad resignation on her mother’s face any more than she will the look of anger and defiance on her father’s.

Micha hugged her mother before turning to her father, “I’m going,” is all she said. She went into her childhood home, gathered up a few of her belongings and walked back outside. Her father quieted his voice when she came back out, he had been yelling at Basia but Basia stood there in silence allowing him his rant. Micha hugged her mother and kissed her goodbye before doing the same to her father. His demeanor softened enough to return the sign of affection to his daughter, but it was still quite clear that he disapproved of her leaving. Micha left anyway.

For the next several years, Micha traveled with Basia learning what it meant to be a druid. She learned the language of the Druids, to use the divine magic of the Druids, to teach Poppy, and most importantly to Micha she learned how to defend herself against the undead. Basia shared Micha’s distaste for the undead and together they covertly fought against the undead of Karrnath. In time, Basia told Micha of the different sects of druids, namely the Gatekeepers. Basia took Micha to The Eldeen Reaches to study with the Gatekeepers and to be inducted as an initiate. Micha stayed in The Eldeen Reachers for four years. It was a sad day when Micha realized that it was time that she part paths with Basia, but Basia agreed that it was something she must do. With a heavy heart, Micha and Poppy took off on their own.

Since then, Micha has traveled the world, learning just how big it really is and fighting to cleanse the world of aberrations whenever she can.

Wolverine Animal Companion:

Poppy. Wolverine Level 2 (small)
HP 22/22

Special Qualities:
Low-light vision, Scent

Statistics:
Speed: 30 ft
Burrow: 10 ft
Climb: 10 ft
BAB: +2
Iniative: +3
AoO: +4 (+1 base +3 dex)[Combat Reflexes]
CMB: +4(+2 BAB +3 dex -1 size)[Agile Maneuvers]
CMD: +11 (10 +2 BAB +0 str -1 size)

Defense:
AC: +16 (10 +2 natural armor +3 dex +1 size)
Touch: +14 (10 +3 dex +1 size)
Flatfooted: +13 (10 +2 natural armor +1 size)
Fort: +5 (+3 base +2 con), Ref: +6 (+3 base +3 dex), Will: +2 (+1 base +1 wis)

Offense:
Attacks:
Bite: +3 (+2 BAB +0 str +1 size)[1d4]
2 Claws: +3 (+2 BAB +0 str +1 size)[1d3]

Special Attacks:
Rage (as a barbarian for 6 rounds per day)
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Ability Scores:
Str: 10
Dex: 17
Con: 15
Int: 2
Wis: 12
Cha: 10

Skills:
Escape Artist: +4 (+1 rank +3 dex)
Perception: +5(+1 rank +1 wis +3 class)
Stealth: +7 (+1 rank +3 dex +3 class)

Feats:
Agile Maneuvers, Combat Reflexes

Tricks/Bonus Tricks:
Attack, Come, Defend, Down, Fetch, Heel, Track

Special Abilities:
Link, Share Spells