Sewer Goblin

Nant's page

31 posts. Organized Play character for Mighty Glacier.


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Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Earn Income, Legal Lore: 1d20 + 4 ⇒ (1) + 4 = 5

Thanks for GMing!

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Nant and Needlework continue their tried-and-true teamwork: the puppetmaster weakens the enemies with electric jolts, the other engages them in melee.

Electricity damage: 1d4 + 4 ⇒ (2) + 4 = 6
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting yellow and blue; ◆ (Needlework) Stride; ◆ (Needlework) Strike, targeting blue.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Will, Nant: 1d20 + 4 ⇒ (15) + 4 = 19
Will, Needlework: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

"Gross!" Nant laconically comments on the situation. His mild disgust quickly turns into anger when one of the abominable monsters shreds Quickblade. "Needlework! Safety mode off!" the goblin shouts, and starts spellcasting his usual electric spell with renewed vigor.

Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting green and red; ◆ (Needlework) Step; ◆ (Needlework) Strike, targeting red.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(I can give my bonus consummable potion to Laeron, and treat wounds on myself.)

Healing for Laeron: 1d8 ⇒ 4

Treat Wounds for Nant, DC 15: 1d20 + 3 ⇒ (7) + 3 = 10
Healing: 2d8 ⇒ (3, 7) = 10

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Nant's spell zaps the Thorned Monarch's minions.

Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting red square and blue circle; ◆ (Needlework) Stride; ◆ (Needlework) Strike.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Venture-Captain Tolal's shout seems to excite Nant. The puppetmaster waves his marionette control bar with even greater vigor. "Hurry, you fools! Needlework, assault!"

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc; ◆ (Needlework) Stride; ◆ (Needlework) Strike.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Nant's electric threads lash out at the gremlins.

Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting blue circle and red circle; ◆ (Needlework) Strike, targeting red circle, fairly sure I can reach it from here?; ◆ (Needlework) Strike, same target.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(@Laeron: By my calculations you're 35 feet away from the yellow gremlin, and thus out of range.)

Will, Needlework A: 1d20 + 5 ⇒ (18) + 5 = 23
Will, Needlework B: 1d20 + 5 ⇒ (10) + 5 = 15

Nant, despite sensing that his minion just fell victim to a pugwampi's jinx, cackles confidently. "Needlework can keep that one at bay: you people can deal with the other ones!"

By manipulating his marionette control bar, he spellcasts and evokes threads of lightning at the hunched gremlin, while controlling his distant puppet.

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 17. This time only targeting one enemy: the yellow gremlin.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting yellow only; ◆ (Needlework) Strike; ◆ (Needlework) Strike.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

"Needlework, I told you to guard that direction!" Nant scolds his puppet when he sees a pugwampi approaching from the south-west. "Go!" The marionette bar spins in his tiny goblin hand as he spellcasts an enhancing spell.

◆ Act Together: Both Nant and Needlework get one action each; ◆ (Needlework) Stride, ◆ (Needlework) Stride, ◆ (Nant) Cast a Spell: Boost Eidolon, ◆ (Needlework) Strike.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

With ano more enemies to immediately worry about, Nant struts to the strange mushroom formation. "I don't know! Do something!" he responds to Ulrich, and swipes some of the shrooms.

Thievery (untrained): 1d20 + 2 ⇒ (16) + 2 = 18

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Will, Nant A: 1d20 + 4 ⇒ (4) + 4 = 8
Will, Nant B: 1d20 + 4 ⇒ (2) + 4 = 6
Will, Needlework A: 1d20 + 5 ⇒ (3) + 5 = 8
Will, Needlework B: 1d20 + 5 ⇒ (15) + 5 = 20
(Yeah nah, both are unfortunate.)

Nant, who's starting to notice that his electrifying spell seems to working normally is in this unusually unlucky situation, gleefully continues spellcasting, a smug grin plastered on his goblin head.

Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc; ◆ (Needlework) Strike; ◆ (Needlework) Strike. All targeting the red one.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Nant spellcasts, and sends his puppet towards the enemy, mostly to distract the enemy from the (misfortune-bypassing) electric threads.

Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆ (Nant) Stride, ◆◆ (Nant) Cast a Spell: Electric Arc; ◆ (Needlework) Stride.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Will, Nant A: 1d20 + 4 ⇒ (16) + 4 = 20
Will, Nant B: 1d20 + 4 ⇒ (6) + 4 = 10
Will, Needlework A: 1d20 + 4 ⇒ (5) + 4 = 9
Will, Needlework B: 1d20 + 4 ⇒ (17) + 4 = 21
(Both get misfortune.)

Nant thrusts his puppeteer's bar forward, ushering Needlework to attack. The puppetmaster once again spellcasts electricity.

Electricity damage: 1d4 + 4 ⇒ (1) + 4 = 5
(Basic Ref save, DC 17. Convenient that I don't roll any checks for this cantrip!)

◆◆ Act Together: Nant gets a two-action activity, and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting both enemies; ◆ (Needlework) Step; ◆ (Needlework) Strike, targeting the cyan one.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Intimidation: 1d20 + 7 ⇒ (14) + 7 = 21

"Foolish newbies! Listen to your superiors!" Nant joins in on Anschluss's yelling: though the Kuthonite's message is strange the goblin, the carelessness must be reprimanded.

"Needlework, if they don't obey, go whack some sense into them!"

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Will: 1d20 + 4 ⇒ (5) + 4 = 9

Nant is preoccupied bossing around other agents and directing his puppet.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(Color me moderately surprised! I did not expect them to be just regular ol' snakes with no ranged attacks. That makes this a much easier fight.)

Nant grins maliciously when the snakes descend from the hill to fight at closer range, and grins even more when said snakes fail to immediately give him any venomous bites. "Who's dumb now?!"

The puppetmaster swings his marionette bar in a wide arc and spellcasts with it, simultaneously directing his puppet while conjuring electric threads.

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting yellow circle and red circle; ◆ (Needlework) Stride; ◆ (Needlework) Strike, targeting red circle.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(The enemy probably has some form of ranged attacks, and the terrain favors them. Conventional tactics suggest we should fall back, or shoot them from behind cover. I know Pathfinders don't like strategic retreats, so yeah, let's stay and return fire. However, my effective range is 30 feet, which requires me to get closer.)

Nant and his puppeteered companion move together at first, but then separate. As the goblin is crossing the stream, he spellcasts a barrier to shield against possible attacks.

◆ Act Together: Both Nant and Needlework get one action each; ◆ (Nant) Stride 25 feet; ◆ (Needlework) Stride, ending its movement next to Nant; ↺ (Nant) Goblin Scuttle, Stepping 5 more feet; ◆ (Nant) Stride, into the water; ◆ (Nant) Cast a Spell: Shield.

(I triple-checked the tactical movement, should be correct.)

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21

"We're not as dumb as you think! We can help each other!"

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Under normal conditions, Nant the not-so-silent mastermind would already have resorted to hostile means. However, his training in the Pathfinder Society has given him some amount of temperance and a mind for diplomacy. The others seemed to have a handle on the conversation.

So instead of hurling insults and commanding the puppet to attack, Nant merely directs Needlework to stay close, and hides himself behind the taller party members.

But if this ends up in a fight, he telepathically messages his eidolon, we'll make them pay. They called us dumb!

Needlework politely messages him back, saying that it goes without saying.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(Okay, someone hit me up with a Treat Wounds check real quick. Please.)

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

How about "Chart a Course" or "Novice Pathfinders"?

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Now without a puppet to control, Nant's full attention is on the remaining enemy. "That's the fool who fell for my puppet's trap!"

He starts spellcasting, and a flaming ball resembling a ball of yarn shoots out of the puppeteer's control bar, hurling across the air at the mud monster.

Spell attack, produce flame: 1d20 + 7 ⇒ (11) + 7 = 18
Fire damage: 1d4 + 4 ⇒ (2) + 4 = 6

◆ Cast a Spell: Shield; ◆◆ Cast a Spell: Produce Flame.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

(Do I have line of sight to the enemy? The map indicates that there's some sort of foliage between us.)

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice
GM Blake wrote:
I believe you could have also manifested him right next to you from his prior position. No?

If only. But I don't think that's possible.

Quote:

Manifest Eidolon

If your eidolon was already manifested, you unmanifest it instead.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Nant, for no apparent reason, looks visibly exhausted and looks ready to collapse unconscious. Just then, a fellow Pathfinder healer's healing magic washes over him. "Hah! Just as planned!" the goblin celebrates. Having regained his mental rhythm, the puppetmaster yanks his control bar away from the puppet's direction.

◆◆◆ Act Together: Needlework gets one action, and Nant gets a three-action activity; ◆ (Needlework) Strike. ◆◆◆ (Nant) Unmanifest Eidolon.

(I'm 99% sure this sequencing is possible in the rules, but I guess the way Act Together is worded leaves 1% room of doubt. Basically I just want to unmanifest the eidolon, and get one last punch in if possible.)

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice
GM Blake wrote:

No. Only if it has the Attack trait or uses a Spell Attack check.

Also, just for your envisioning of events, Nant's save was for the Eidolon getting crushed--different from the other guys being covered in mud. I just happened to roll the same damage number.

Check and check. Thanks for clarifying.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Fort, Nant: 1d20 + 8 ⇒ (4) + 8 = 12

Nant waves his marionette control bar around angrily. While doing so, the puppetmaster spellcasts electricity: the crackling jolts are almost like bright threads coming out of the control bar.

Electricity damage: 1d4 + 4 ⇒ (4) + 4 = 8
(Basic Ref save, DC 17.)

◆◆ Act Together: Nant gets a two-action activity and Needlework gets one action; ◆◆ (Nant) Cast a Spell: Electric Arc, targeting the two frogs. ◆ (Needlework) Strike, ◆ (Needlework) Strike.

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

The goblin puppetmaster doesn't seem bothered by the enemy, muddy and off-putting as they may seem. "Too bad for you! I'm not afraid to get my toys dirty!" he cackles, and points his marionette control bar towards the distant mud monster, as instructed by Ulrich. Upon doing so, the needle-pierced puppet immediately moves in that direction, as if pulled by invisible strings.

◆ Act Together: Both Nant and Needlework get one action each; ◆ (Nant) Cast a Spell: Boost Eidolon. ◆ (Needlework) Stride, ◆ (Needlework) Stride, ◆ (Needlework) Strike.

Horizon Hunters

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HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

"A song? Good idea, Needlework!" Nant says, suddenly, unprompted. Needlework's head turn towards its master, as if to indicate puzzlement.

(Boosting Timely Inspiration, as discussed in Discussion:)
Performance, Nant (untrained): 1d20 + 4 ⇒ (1) + 4 = 5

Without further ado or warning, puppetmaster Nant starts singing, in a fashion typical of goblins: loudly, and irritatingly out of tempo:

"Goblins stitch and goblins sew
Goblins' progress, quite slow
But don't call us dumb
Anytime needles prick the thumb
'Cause goblins made a puppet
So you can kick the bucket!"

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

Crafting: 1d20 + 4 ⇒ (13) + 4 = 17

The goblin and the puppet inspect the damaged equipment. "Just stitch it together or something. Needlework, hand me some of that string!"

Horizon Hunters

HP 20/23 | AC 15 (16 with shield) | Fort +8, Ref +5, Will +4 | Perc +2 | Spells 1st (1/1) | Spell DC 17 | Hero (2/3) | Exploration: Avoid notice

As one might expect, there are a great many unusual people in the Pathfinder camp, given the diversity of their organization. One such conspicious individual — or duo — is a goblin, fairly run-of-the-mill kind, running around in tandem with what looks like a human-sized marionette puppet. The goblin seems agitated, and the puppet unemotional.

"Hey! Listen! I told you to- Why isn't anyone listening to me?!" the goblin shouts, frustrated.

"Master Nant, given the time-critical nature of current situation, I estimate..." the puppet speaks, its voice uncannily humanlike yet monotonic.

"Whatever! Let them do their own things!" the goblin named Nant interrupts his companion, and turns his attention elsewhere. "Now come on, Needlework, I bet those morons can't get the reagents right unless I help!"

The bizarre pair rush to help Venture-Captain Barun's group of mages, almost bumping into some unfortunate agent.

Arcana: 1d20 + 4 ⇒ (20) + 4 = 24

(I assume these tasks are a part of "Victory Point/success counting systems", in which case, as per official rulings for eidolons, only one character per PC can attempt a check; i.e. not both summoner and eidolon.)