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The Stranger | Sound Effects
![]() The party withstands the onslaught of what seems to be scenes in-part taken from Zora and Stormy's memories. They are just images--illusions. Yabatha Grimna wrote:
The party feels a chalkboard screech in their heads. The thing's huge dorsal mouth opens and closes rhythmically showing off bony, hooked protuberances that perhaps serve the fungus as teeth. "'Where?' Why is a where when it spins? Do synthetic humanoids dream of electric even-toed ungulates?" Yabatha Grimna wrote: "You're questions doesn't make much sense. What are you?" "'You.' A pronoun. Any member of a small class of words found in many languages that are used as replacements or substitutes for nouns and noun phrases, and that have very general reference, as I, you, he, this, who, what. What?" "'You', the pronoun of the second person singular or plural, used of the person or persons being addressed, in the nominative or objective case; one; anyone; people in general; occasionally used in apposition with the subject of a sentence, sometimes repeated for emphasis following the subject; Informal. (used in place of the pronoun your before a gerund); a female sheep, especially when fully mature; used to express disgust at something distasteful or repellent (such as a bad odor).""'Sheep', even-toed ungulates. Why are ewe dreamed of? Do synthetic humanoids dream? Do they express disgust?" The thing flails its long tentacle strands and chirps, while the party's eyes begin to water. 26,000th POST! ![]()
The Stranger | Sound Effects
![]() "Why? Why is a mouse when it spins?" thinks the thing into the party's heads using what feels like an ice pick. ![]()
The Stranger | Sound Effects
![]() **Weird undulations punctuated by images of your growing prestige (AKA your Chronicles)** It was a fun game guys! Lemme know if there are any problems, questions, etc... in relation to the game or your sheets. Otherwise.... Stay thirsty my friends! I'll leave the game 'active' until everyone checks in once. ![]()
The Stranger | Sound Effects
![]() **Weird gurgling undulations and vocalizations** Everyone stands about breaking the 4th wall, like the end of a Star Wars movie, the tentacled beast waving its fronds while a list of familiar illusory names scroll down in front of it like slow rain. The End ![]()
The Stranger | Sound Effects
![]() Banon wrote: Banon waves at the alien plant with a smile as he leaves. Images of a tin golem, an animated scarecrow and a bawling lion all wave back. ![]()
The Stranger | Sound Effects
![]() The pentapedal fungal thing comes up beside Banon and flails its tendrils in seeming distress. The thing is surrounded by images of people who have shouted loudly at Banon in his past. Banon moves down the steps cautiously using a rope to help. Remember (like Banon) you can do things like take 10 (AKA your time), aid one another in various ways, etc.... Remember too, that armor check penalties apply. Also just edited the hp totals above to reflect Durvak's helpful healing on the last page. ![]()
The Stranger | Sound Effects
![]() In response to Durvak's question, the thing hesitates and then images of an empty bottle, a broken egg shell, complicated lingerie, and a gnomish steam powered tuba encircle the fungal creature. ![]()
The Stranger | Sound Effects
![]() Smiler wrote: "OooK OOk, OOOK-oooK. OOookkk!" Again, the fungal creature nods in what seems like sagely agreement. Volar Loken wrote: "Ewww. Ugly and noisy too! Well i only know one way to deal with noisy ugly things, and that is to hit 'em 'til they stop yammering! Come on Smiler, lets get that thing." The thing stops nodding and turns to Volar (or at least that's what it seems like), and a number of images of party members looking into mirrors appear around it. ![]()
The Stranger | Sound Effects
![]() Banon wrote: "Nigel get the toast Hestram wants the gold how does fungus float where is the microfilm" The fungal creature nods in agreement. ![]()
The Stranger | Sound Effects
![]() **Nom, nom, nom--SLURRRRP!!** As Durvak opens the eastern door several forms of translucent question marks rendered in multiple languages appear above the creature's central trunk. ![]()
The Stranger | Sound Effects
![]() Monterey~ wrote: Monterey points to the previous room, then walks into it. The horrific tentacled fungasoid creature follows you along with montage of images of every fight anyone here (besides Durvak who made his save) has ever seen that ended with someone slamming a door shut (or in Smiler's case someone flinging excrement). It begins idly chewing on the remains of the dead guard. ![]()
The Stranger | Sound Effects
![]() The tentacled thing steps in line with the rest of the party, but flinches back against the noise. It's long tendrils flail against the ceiling most distressingly. The visions surrounding the strange creature just repeat the illusion of an annoyed camel spitting over and over on an infinite loop. ![]()
The Stranger | Sound Effects
![]() dice:
Banon: 1d20 + 7 ⇒ (2) + 7 = 9
Durvak: 1d20 + 1 ⇒ (20) + 1 = 21 Monterey: 1d20 + 1 ⇒ (5) + 1 = 6 Theodic: 1d20 + 2 ⇒ (8) + 2 = 10 Volar: 1d20 - 1 ⇒ (18) - 1 = 17 Smiler: 1d20 - 2 ⇒ (8) - 2 = 6 Durvak: 1d20 + 9 ⇒ (3) + 9 = 12 Perhaps it is the seemingly near-transparent quality of Durvak's mind, or maybe his simplicity of speech rather than Smiler's rather grand rhetorical style and jokes about bananas that convinces the voice to reveal itself. The caterpillar spins around twice when suddenly the toadstool it is sitting upon's cap splits open along the top revealing a set of spiny teeth. The glowing caterpillar disappears, and the fungus it had been sitting on lifts itself up on five thick, fibrous stalks, and tottles closer waving a pair of long, fleshy, vine-like arms. The fungus-thing is shrouded in ghostly images of events seemingly taken from events in each of the party-member's pasts, but mixed in with everyone elses' memories as well in a sort of nonsensical spectral stew. It is all very distracting. Everyone in a position to see the creature Will save (mind-affecting supernatural ability) DC 14; Failure:
Your character takes a -2 penalty to attack the Stranger for as long as you can see it. 'Do-ing'? It is a temporal query.
About Pfilian Archibund Merstang IV___________________________________________________________
-1 CMB (+0 BAB, +0 Str, -1 Size)
+4 Scimitar (+0 BAB, +3 Dex, +1 Size) Damage: 1d4+3 (+3 Dex)
Spells Available: First Level: 2/2
Special Abilities Available: Bardic Performance 7/7
____________________________________________________________
+1 Fort (+0 base, +0 Con, +1 Race)
Skills:
+3 Acrobatics (Dex +3, Ranks 0, Class Skill +3) +1 Appraise (Int +1, Ranks 0, Class Skill +3) +7 Bluff (Cha +3, Ranks 1, Class Skill +3) +0 Climb (Str +0, Ranks 0, Class Skill +3) +1 Craft(untrained) (Int +1, Ranks 0, Class Skill +3) +7 Diplomacy (Cha +3, Ranks 1, Class Skill +3) +8 Disable Device (Dex +3, Ranks 1, +1 Trait, Class(trait) Skill +3) +7 Disguise (Cha +3, Ranks 1, Class Skill +3) +3 Escape Artist (Dex +3, Ranks 0, Class Skill +3) +* Fly (Dex +3, Ranks 0) +* Handle Animal (Cha +3, Ranks 0) +0 Heal (Wis +0, Ranks 0) +3 Intimidate (Cha +3, Ranks 0, Class Skill +3) +2 Knowledge, Arcana (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Dungeoneering (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Engineering (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Geography (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, History (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Local (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Nature (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Planes (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +2 Knowledge, Religion (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1) +* Linguistics (Int +1, Ranks 0, Class Skill +3) +6 Perception (Wis +0, Ranks 1, Class Skill +3, Race +2) +3 Perform, Act (Cha +3, Ranks 0, Class Skill +3) +3 Perform, Comedy (Cha +3, Ranks 0, Class Skill +3) +3 Perform, Dance (Cha +3, Ranks 0, Class Skill +3) +3 Perform, Keyboard (Cha +3, Ranks 0, Class Skill +3) +7 Perform, Oratory (Cha +3, Ranks 1, Class Skill +3) +3 Perform, Percussion (Cha +3, Ranks 0, Class Skill +3) +3 Perform, Sing (Cha +3, Ranks 0, Class Skill +3) +3 Perform, String (Cha +3, Ranks 0, Class Skill +3) +3 Perform, Wind (Cha +3, Ranks 0, Class Skill +3) +3 Ride (Dex +3, Ranks 0) +0 Sense Motive (Wis +0, Ranks 0, Class Skill +3) +* Sleigh of Hand (Dex +3, Ranks 0, Class Skill +3) +* Spellcraft (Int +1, Ranks 0, Class Skill +3) +11 Stealth (Dex +3, Ranks 1, Class Skill +3, Size +4) +0 Survival (Wis +0, Ranks 0) +0 Swim (Str +0, Rank 0) +* Use Magic Device (Cha +3, Ranks 0, Class Skill +3) Each level skill points gained = 7+FC (6+Int) +FC
Traits:
• Helpful - (+3 on Aid Another instead of usual +2)
• Trap Finder - You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Feats:
Dervish Dance (Bard(Dervish Dancer) Level 1 Bonus) Dodge (Level 1) Racial:
Stats: +2 Dexterity, +2 Charisma, and –2 Strength. Type: Humanoid(halfling) Size: Small - +1 AC, a +1 attack, –1 CMB and CMD, +4 Stealth Base Speed: 30' - See Alt Traits Low-Light Vision Languages: Common and Halfling -- High Int --> Dwarven, Elven, Gnome, and Goblin. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Replaced - See Alt Traits Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. ----- Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Favored Class/Leveling Bonuses:
Favored Class: Bard
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Str 10 = 12 -2(race)
Bard:
Class Features Weapon and Armor Proficiency:
Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip. Bards are also proficient with light armor and shields (except tower shields). Dervish Dance (Ex) A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
Bardic Performance
Starting = Standard Action, Maintaining = Free, Changing = Standard.
Battle Dance A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
Countersong (Su)
Distraction (Su)
Fascinate (Su)
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su) <-- Bonus doubled, but only on self - see Battle Dance above.
Versatile Performance (Ex)
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Spinning Spellcaster (Ex)
Spells:
Spells Per Day: 4 Level 0, 2 1st Level, 0 2nd Level
[b]4 Level 0
2 Level 1 • Cure Light Wounds
0 Level 2
0 Level 3
Equipment:
Arms, Armor, and Clothing
14 lbs In Backpack (2) Backpack, 1 lbs
17.5 lbs Belt Pouch Chalk, 3 pieces 0 p.p. (Most money is carefully hidden in backpack)
Carrying Capacity Current Weight: 31.5 lbs Light Load: x < 33 lbs.
Appearance:
Before you stands a short and rather rotund, he would tell you the proper term is stout, halfling. However, his shape is not what is noticeable. Rather it is his large hat. Perhaps large is the wrong description. The brim sticks out a good eight inches in every direction and is layered with frills. In addition the right side has a long peacock feather standing up at an angle upon it. Once you get past the hat, you realize that the overdone outfit does not end there. The halfling is bedecked in a light blue vest with matching pants and is wearing beneath his best a ruffled shirt with poofy arms. On top of all this, the rather unusual halfling is walking with a distinct limp and leaning heavily on a colorful cane which he likes to tap on the ground when he seeks to gain the attention of others. Finally, you realize that this over-the-top colorful character is in fact armed as a small scimitar hangs at his side. You cannot tell whether this is part of the costume, as the sheath is of the same light blue of the rest of his clothes, but the handles appears worn as though the weapon has seen at least some use.
Background:
The short, and rather tubby, halfling takes a handkerchief from his pocket and dabs his forehead removing some of the sweat. However as soon as he places the handkerchief back in his pocket the sweat returns. Damned land. He silently curses whichever deities created this superheated nation. Go to Wati. . . Make your fortune in Wati. That is what everyone said. Nobody told me it was so bloody hot here. I should have just stayed in Katheer. With that, he takes his cane from under his arm and hobbles slowly toward the edge of the barge as it slowly approaches the Wati docks. As the barge approaches the city, he sighs: Certainly a lot smaller than Sothis and centuries behind Katheer, that is for sure. Heck of a lot prettier than Egorian, but everything is prettier than that Infernal city. As he recalls the city he escaped from several years back, he looks over his shoulder, always suspicious that some escaped slave hunter will be there watching him. When he arrives at the dock, Philian grips his cane and hobbles off the barge with a distinct limp. At the end of the dock is the guard station where the city guards check in those arriving by water, just as normal guards at any other entry point to the city would. The guard stops the limping halfling:
Philian puffs out his chest and raises his head to its full 2’ 10” looking up at the guard from under his wide brimmed purple hat with its colorful peacock feather.
The guard looks Philian up and down, ok he looks down and farther down, and then lets out a hearty laugh. You? You a halfling that can hardly walk? You think you will explore the ancient necropolis. The guard apparently finds this so absurd that he waves Philian through without even asking for the toll. Sighing Philian quickly heads into the city before the guard changes his mind.
- - - - It began fifteen years ago, just after he turned twelve. Born a slave to a minor Chelaxian noble, he was destined for a life of servitude. Cooking meals, cleaning, and when the nobles desired, entertaining them. At that time, the name given him by his owners was Halfius. He hated the name, but what choice did he have. Anyway, just after turning twelve, he was sent with the nobles daughter, Druia Wintrish, to accompany her on a trip to Westcrown to visit her grandmother. Why they chose Philian, he did not know, but just before reaching Westcrown, the small caravan was attacked by Andorans who were freeing slaves. Philian survived, he does not know what happened to the girl, not that he cared as she was one of the cruelest people Philian had ever met, may her soul forever burn in Hell. Under the dark of night, these brave Andorans smuggled him and several other freed halfling slaves to Almas. Unfortunately, all was not fun and games in Almas. Although he had been a slave in Cheliax, he had always had food and a roof over his head. Not so in Almas where he soon found himself living on the streets. He begged for food, and when necessary stole what he needed. He was soon running with less than upstanding members of the Almas society. By the time he was fifteen, he had been in prison on several occasions, fortunately never for anything serious enough to have him killed. Deciding that this was not the place for him, Philian, who was still called by his Cheliaxian name of Halfius, decided that he needed a new start. One night he stowed away on a ship heading to Absalom. On the trip to Absalom, he listened to how others talked and referenced each other. In doing so, he decided that if he was to be a new person, he needed a new name. Thus, when he snuck off the ship in Absalom, he did so as Philias Archibund Merstang IV, the son of a merchant from far away Magnimar. Not that he knew much about the Varisian city, but he figured he could learn enough to cover his story. In Absalom, he decided to visit some of the temples to see if they could help him with employment, or at least food. The two temples he found most interesting were the huge temple of Sarenrae, and the a small shrine to the Varisian deity Desna. Sarenrae represented the fire and desire to fight Infernal powers such as those in Cheliax. To him, Desna represented the luck he had to escape Cheliax and be able to start again. Unlike in Almas, in Absalom, Philian found honest work clearing tables in a small tavern. It was not the greatest job, but it earned him enough for a small room and food to fill his stomach. When not working, frequently in the morning, he would visit the two temples and learn what he could hoping to some day perhaps be asked to join one of their faiths. He was never asked, but by watching the Sarenraen warriors fight, he learned much about the fluid dancelike fighting style they used. Not only did he learn the fighting style, but also he learned to dance himself. Something which quickly brought back memories of entertaining in Cheliax. Before too long, the tavern was paying him more to entertain its patrons than he had ever earned clearing tables and dishes. Five years he remained in Absalom, meeting people and earning enough for a simple and somewhat comfortable life. But that all ended one day when he was performing at a tavern in one of the better parts of the city. He looked out at the crowd and who did he see but the eldest son of his former owner, Pertrivius Wintrish. Lets just say that before the night was over, Philian and his few belongings were on the first ship leaving Absalom. Several days later, the ship arrived in Katheer, the famed Qadiran city. For the next five years, he lived and entertained those in Katheer while furthering his studies of Sarenrae and her followers fighting techniques. In Katheer he began to speak with adventurers heading into Qadira, returning from the mysterious lands to the south, and coming from even more exotic places. This created a desire in Philian to be an adventurer himself, a desire likely further fueled by his studies of Desna. During his time in Katheer, he also continued to evolve his persona. First, he took a particular liking to the swashbuckler appearance of many of the pirates, er, ship going merchants. In addition, he found that many elderly nobles and merchants who commanded the most respect carried canes. Thus, he went and found a fine cane which he used when he walked in public. Finally, he decided that if a person had a cane, then the person should have a reason to carry a cane. Thus, he developed a pronounced limp. Although not perfect, he has spent several years perfecting his pretend limp and the use of his cane. After five years in Katheer, he recently learned of the opening of the necropolis beneath the Osirian city of Wati. Philian quickly read about this city and decided that this would be where he would become famous. Thus, did Philian Archibund Merstang IV, with his limp and cane, carefully developed over the years in Katheer solely for his own eccentric reasons, hire passage on a ship to Osirian and thence on a barge to Wati.
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