The grippli looked around nervously and began to visibly shake at Nycholas‘ remarks. He breathes an audible sigh of relief after Ratel explains the meaning behind the words. He looks at the apple in his hand and mutters before taking another bite, ”Adorable.” And tasty. He tries to follow the conversation about the rod and the significance of the number four and thinks aloud, ”Grippli know there are four winds, four phases of the moon, four seasons, and four elements. Most animals have four legs….” He strokes his chin in though as he continued, Dogs, cats, deer… four is pretty common could mean just about anything.” Determined to solve the puzzle he continued to contemplate the problem in silence.
The grippli nods in agreement with Ratel's remark about Rooip not being late. Rooip sits and listens intently to the conversations going on around him while he munches down the bowl of fruit he was provided. He takes special note of those conversations that concern treasure or wealth he wonders, Is this what the beginning of the shiny metal sickness looks like?
Like most Gripplis, Rooip has no real sense of time, or urgency, so it should come as no surprise when he failed to arrive at Ratel’s camp on time. Disappointed in missing the Kellid, Rooip quickened his pace, hoping to catch up with his friend. As he walked to the Fort he thought, Friend, what a weird words tall folk use to describe relationships. Confused by the arrangement of the streets, it takes Rooip a few minutes to get his bearings, but he eventually finds the Julliver Arms, after passing it by twice. At the doorway he pauses a second, trying to muster his courage, and takes a deep breath before he opens the door. As always the first thing he notices is the smell, no matter how many times he enters a human structure Rooip is always taken aback by the odor. This place is no different it reeks of smoke, cooked meat, and unwashed bodies. Trying to ignore the aroma of the place the grippli glances around the room and notices Ratel and the one known as MacDugal sitting around a table with some others. As quickly as his tiny legs will carry him Rooip made his way to the table and pronounces with a croak like voice, ”MacDougal.” Without waiting for an answer the diminutive frog-like-man worms his way under the table and squirms his body into a chair next to Ratel. The grippli looks up to the giant of a man with what might be a smile, ”Friend, is sorry he was late.”
Rooip AC:17(T:14/FF:14)CMD:13 HP:9/9 Saves-FO: +3 RE:+5 WL: +0
After careful consideration I’ve changed Rooip’s class. Nothing really changes on how I intend to play him. I still see him climbing on walls, scouting a head. Extracts, alchemy, and bombs give him a little more versatility at the cost of being able to disarm magical traps. None of his fluff changes . Name: Rooip
Party Role:
Rooip can do a variety of things: In combat he will be ranged debuffer with poisons and damage dealer with bombs as well as alchemical items for things immune to poison. He will also be able to buff//heal his allies (@ 2nd level). The little guy will also make an excellent scout considering his small size, darkvision, plus a climb speed and extracts. This build is way more versatile and comes online sooner than the poison darter ranger build I was originally considering. Once I realized how hard it was to get ranged sneak attack damage and how many creatures are immune to poison the ranger build would have had trouble consistently contributing. I’ll miss the swim the speed from the favored class bonus but that’s what extracts are for. Plus bombs and alchemical items don’t care about your size.
Edit
Here is smiles-a-lot’s submission. Still working on fluff and have to sort out equipment.
Name: Rooip
Party Role: Rooip will fill the rogue//skilled// scout role. Trapper/ranger gives 6 skill points per level and the ability to disarm magical traps. This combined with, small size, darkvision, plus a climb speed (and at 8th level a swim speed due to ranger fcb) will make him a decent scout. The little guy will primarily be a ranged combatant but as a full bab class he will be able to contribute in melee with either the dervish dance/slashing grace feats (eventually) to overcome size/strength issues. Starting at 4th level he will be able to do sneak attack damage, poison, plus add traps and other riders to his blow gun dart attacks. He is not optimized but should be rather fun to have around. |