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193 posts. Alias of Teiws Polka.


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As Lar and So tie and restrain the enemy combatants, a new threat emerges from the south.

New Map

Perception checks

Lar, So: 1d20 + 14 ⇒ (5) + 14 = 191d20 + 10 ⇒ (12) + 10 = 22


The flanking goblins take their opportunity, nervously.

1d20 + 9 + 2 - 2 ⇒ (5) + 9 + 2 - 2 = 141d20 + 9 + 2 - 2 ⇒ (14) + 9 + 2 - 2 = 23

1d3 + 2d6 + 4 ⇒ (3) + (2, 5) + 4 = 14 damage.

Razzle says, "I forgive you, brother. Your loyalty is a coin misspent but valuable."

The last goblin holds his action, but appears conflicted.

Lar makes an ornate flourish with his scimitar.

1d20 + 30 + 4 ⇒ (15) + 30 + 4 = 49

The goblins are demoralized (likely for longer than this combat will last).

Dazzle has no option to flank and her entourage was too nervous to shift to give her one. She goes total defense.

Razzle looks to Shintaro and says, "Friend, your words and presence are answers to my prayers."

Shintaro
Razzle
Razzle's Entourage
Rodan
Cole
Tura
Hadri
Omni


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Apologies to both tables. Work and family visits have me drained. Pausing until Tuesday. Enjoy your weekends!


So steps up to Razzle and casts Cure Light Wounds - 1d8 + 5 ⇒ (3) + 5 = 8.

"So the fiercest warriors are sometimes their own worst enemy."

The furthest left goblin has a chance to attack but doesn't.

Between Tura, Shintaro, Razzle, and Lar's original demonstration, the fight is draining from the goblins like the blood from their faces.


Forthish's harsh, challenging tone appears to pierce the fog, even before So and Lar can add a word or glare of their own.

"Chieftain is downstairs. She promise great glory for us. Sister is coming. She'll be so angry..."

The priestess begins to sob, and Lar speaks up, "Sarenrae's mercy is here, if you but reach for it. The world is filled with darkness. Wouldn't you rather walk the path of the light?"

1d20 + 26 ⇒ (5) + 26 = 31

As he says the word 'light', the sconces of the chapel flare to life, and glow briefly, bathing the area in a dawn-hued glow.

Congratulations! You're level 2! You also regain any spells / etc. as if you slept for the night.


That reads like an Intimidate check, Tura. Let's say Intimidate + 4 (Size) + 2 (Cole looking cool with the flames growing in his hand.

Hadri, Omni, Rodan still have actions in the round and 24 hours to announce them or they held their actions for this round.


Stabilize saves: 1d20 + 2 - 3 ⇒ (6) + 2 - 3 = 51d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7

The goblin priestess drops her fighting posture and So instantly goes to stabilize the bleeding goblin.

Stabilize (Heal): 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4

Stabilize saves: 1d20 + 2 - 5 ⇒ (4) + 2 - 5 = 1

He's not particularly successful.

Lar casts Cure Light Wounds - 1d8 + 5 ⇒ (6) + 5 = 11

The goblin looks up at two paladins treating his wounds and is very confused. He remains still.

Anyone else have actions to add on?


Your allies are backing Shintaro and Lar's play of Intimidation/Diplomacy. The enemies are still preparing to fight, so feel free to take your shot/swing/stab, etc.


The goblin priestess looks between the warriors facing her, and appears to realize the hopelessness of her position.

"No hurt us?"

She gestures to her allies, some asleep, one bleeding, one stable.


Razzle says, "Sister, if longshanks come to us, with kind words and open hands, the glory that the prophet has preached is surely come! They have fed our brothers behind us, and you may strike me down, but the gods shall know it was I who was right!"

She begins to preach aloud, "Oh what games the gods play? We are but pieces in a game we do not understand! Let not my new allies forsake me nor my sister and brothers strike me down!"

1d20 - 2 ⇒ (12) - 2 = 10

Her entourage also begins to pray, silently, keeping an eye on the opposing side through half veiled eyes.


You get the feeling that Dazzle is aware of something that Razzle is not, and sees the outsiders as a threat to her power and position. She keeps glancing to the cathedral doors in both fear and hope of some new development.


The goblin priestess is standing alone against the lot of Table 1. She's demoralized but proud.


Updated Map

Shintaro, you go. If anyone wants to adjust starting positions, speak before you take your turn.


Lar, So: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (5) + 3 = 8

Map

Inverted colors = Team Dazzle, regular = Team Razzle (nominal allies)

Initiative:
Dazzle's Entourage
Lar
Dazzle
Razzle
Shintaro
Razzle's Entourage
Rodan
Cole
Tura
Hadri
Omni

The entourage member nearest Razzle tosses a dagger at her.

1d20 + 8 ⇒ (13) + 8 = 21

He hits, dealing 1d3 + 2d6 ⇒ (3) + (3, 4) = 10 damage.

He moves up, drawing a kukri as he advances.

The other two, emboldened, move to flank her. The movement is too far to allow them to attack this round.

Lar draws his sword and says to the priestess, "You are destroying a wonderful future for your side. We bring food, we bring fire, we bring much that you desire, and you ask instead for death?"

Demoralize: 1d20 + 30 + 4 ⇒ (10) + 30 + 4 = 44

Dazzle is demoralized for four rounds.

She moves up and punches Razzle

1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21

... and hits for 1d4 + 4 + 2d6 ⇒ (3) + 4 + (1, 4) = 12.

Razzle says, "Sister! What games do you play?" but holds her action, despite being badly hurt.


Correct. Maicoh, Jericho, Tuk Tuk and then the priestess.


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Thanks, Tura. We'll start tonight if Hadri and Omni have or have not chimed in.


The priestess looks as eager to fight as ever. Lar and So glare at her but even under their gaze, the priestess holds strong.


Intimidate check?


Razzle's Entourage: 1d20 + 4 ⇒ (1) + 4 = 5

Razzle: 1d20 + 4 ⇒ (6) + 4 = 10

Dazzle's Entourage: 1d20 + 4 ⇒ (15) + 4 = 19

Dazzle's Entourage: 1d20 + 4 ⇒ (11) + 4 = 15


Thank you, Forthish. That made things much easier. You can still act if you wish.

Sleep Saves: 1d20 - 1 ⇒ (11) - 1 = 101d20 - 1 ⇒ (14) - 1 = 13

Two goblins fall asleep.

The far right goblin is unconscious and bleeding.

The far left goblin is stable.

So holds - he wants to get a little revenge on the ringleader and hopes to see a spot open.

We're back to Forthish, Maicoh, Jericho, and Tuk Tuk. with the Ninja goblin closing the round.


In reviewing past actions, Tuk Tuk probably didn't five foot diagonally, and Festus probably didn't target the ninja goblin. FYI - it is a female goblin in a pack of male goblins. That takes the Far Right goblin down 34 points.


Lar and So try to speak, saying, "We didn't bring horses..." and "So the gifts are real..." but the newly arrived goblin priestess snarls and says:

Goblin:
"Brothers! et es wie tam cleanse mei plaji za sep impuke."

Goblin Translation:
"Brothers! It is time to cleanse this place of the impure."

Roll initiative.


Jericho's attack misses the nimble little goblin.

Tuk Tuk's bite misses also.

Festus misses.

Forthish's spell continues to gain power.

Lar casts Burst of Glory. His dark skin glows like a torch as the blessing of Sarenrae fills him and nearby allies with renewed purpose.

Allies within 10 feet of Lar get 14 temporary hit points and +1 sacred bonus to attack or against fear for the next 14 rounds.

Remaining actions:

Forthish (unleash spell cast last round)
Goma
Center Left
Center Right
Far Right
So
Jericho
Maicoh
Tuk Tuk
Ninja


The priestess continues forward with a calm assuredness and when Razzle sees her, she calls out, "Sister! These outsiders have come to bring us gifts in exchange for our guests."

"Gifts? Friendship? Longshank lies. What did they bring? Horses and dogs?" the new arrival snarls, showing sharp teeth.


Assuming Tuk Tuk is waiting...

The ninja swings twice at Lar...

1d20 + 8 + 2 - 2 ⇒ (18) + 8 + 2 - 2 = 261d20 + 8 + 2 - 2 ⇒ (6) + 8 + 2 - 2 = 14

The goblin priestess swings at Lar, whom she Is flanking, but misses...

Admittedly, she had a low chance to hit

Jericho, Tuk Tuk, Forthish and Festus are up.


HELD = delayed initiative from an earlier round. Apologies!

More Info


Initiative:
Festus 23
Lar 18
Goma 17
So 11
Center Left 9
HELD - Center Right 13
HELD - Far Left 23
Far Right 8
HELD - Jericho 23
Maicoh 8
HELD - Tuk Tuk 10
Ninja 7
Forthish 3

So holds to see what the goblins do.

Stabilize: 1d20 + 2 - 6 ⇒ (16) + 2 - 6 = 12

Far Left stabilizes beneath Lar.

Center Left is feeling (even = lucky)...

Feelings: 1d20 ⇒ 16

Center Right is feeling (even = lucky)...

Feelings: 1d20 ⇒ 15

Far Right is feeling (even = lucky)...

Feelings: 1d20 ⇒ 2

Center Left swings and hits

1d20 + 9 - 2 + 2 ⇒ (20) + 9 - 2 + 2 = 29

Center Left tries to confirm

1d20 + 9 - 2 + 2 ⇒ (20) + 9 - 2 + 2 = 29

Center Left stabs So deftly.

Damage: 2d3 + 2d6 + 8 ⇒ (2, 2) + (6, 6) + 8 = 24

Despite wanting to surrender, the critical stab emboldens Center Right, who tries to duplicate that success...

1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21

... badly.

Far Right steps up, feeling cocky, and swings at Lar

1d20 + 9 - 2 + 2 ⇒ (15) + 9 - 2 + 2 = 24

Despite his wounds, what seems to affect So most is the miss on his friend, and So's demeanor turns to one of anger, which is surprising given his nature. He steps towards Far Right and says, "So your chance has expired, your actions have shown your nature, and it's time for me to collect what's due."

So's hand turns claw-like, and his jaw appears to thicken, before he bites the goblin.

Bite, Claw: 1d20 + 17 ⇒ (8) + 17 = 251d20 + 12 ⇒ (18) + 12 = 30

Damage: 1d6 + 7 ⇒ (4) + 7 = 111d4 + 3 ⇒ (4) + 3 = 7

That leave us with...

Far Left = stable
Center Left = alone and unharmed
Center Right = down 17 from Festus
Far Right = down 18 from So

Initiative:
Festus 23
Lar 18
Goma 17
Center Left 9
HELD - Center Right 13
HELD - Far Left 23
Far Right 8
HELD - So 11
We're here
HELD - Jericho 23
Maicoh 8
HELD - Tuk Tuk 10
Ninja 7
Forthish 3

Updated Map


Prone is powerful. Festus steps to take flanking and then takes the prone goblin Tuk Tuk and Maicoh hit into negatives.

Lar steps forward and uses Lay on Hands on Festus, healing him back to full.

Lar shouts, ”By Sarenrae, if you understand me, lay down your arms. Your blood is far more likely to besmirch these hallowed stones than ours.”

”So let me just say ‘not it’ when it comes to cleaning up after the fight.” So says.

The goblins look to the latest addition to the fight briefly, but hold their weapons and tongues.

Goma goes next.


I swear I posted this previously. Damn.

Updated Map #1

So Jericho can hit 2 goblins with Burning Hands without friendly fire.

Reflex: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (12) + 8 = 20

The goblins dodge nimbly, taking no damage from the powerful gout of flame that springs forth.

With the bonus for prone, Tuk Tuk bites the goblin who was far left.

Maicoh, I'm assuming you help Tuk Tuk (to avoid AoO).

From above, a goblin drops...

Acrobatics: 1d20 + 11 ⇒ (3) + 11 = 14

... and fails her Acrobatics check, falling prone after taking...

Falling Damage: 1d6 ⇒ 1

... damage. She stands up, provoking from Maicoh.

Maicoh, AoO?

Forthish, does that change your action?

Updated Map #2

End of round once those questions are resolved, and Festus starts round 2.


The younger goblins are ill at ease with the masked, frightening hobgoblin skulking around but you hear snippets of 'Praise Razzle' as they eat. Some of the older goblins draw back in deference, suggesting they've served under hobgoblins before.

Shintaro is more welcomed by the goblins, who find the notion of a strange longshanks speaking goblin amusing, especially one with such fine manners.

Tura is somewhere in between with an initial wariness that suggests familiarity with the saying 'ain't no one happy if mama ain't happy'.

Cole, you recognize the best way to burn the place down would be to harvest the bushes from outside the keep, pile them high, and create a magical bonfire. The smoke would likely be deadlier than the fire without the walls to keep it from affecting the occupants of the keep.

Rodan, you are the first to spot a similarly bedecked goblin and her entourage approach from the south.


Goma misses the nimble goblin with his spell due to cover and trying not to hit Festus.

The goblin reels from the blow of Festus but holds for a better opportunity for revenge.

So moves to give Festus flanking, provoking from the goblin he sees.

AoO: 1d20 + 7 ⇒ (3) + 7 = 10

The goblin badly misses. Center left goblin appears unprepared for the opportunity.

Going to skip Tuk Tuk to provide probably better options for Tuk Tuk

Center left goblin acts and goes after Festus (odd) or So (even)...

Luck: 1d20 ⇒ 4

Center left takes a five foot step towards So, and prepares to strike.

Center right takes a five foot step towards the wall and strikes.

Left,Right: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (14) + 9 = 23

Far left charges, provoking Lar to trip... (no way to do that subtly)

Trip: 1d20 + 21 ⇒ (13) + 21 = 34

Far left crawls forward.

Far right tries to attack Festus.

Right: 1d20 + 9 ⇒ (12) + 9 = 21

Damage: 1d3 + 4 ⇒ (3) + 4 = 7

Jericho was holding, Tuk Tuk has tons of options, with Maicoh and Forthish (and our ninja enemy) to worry about remaining.


Goma, Goblin, So, Tuk Tuk, Goblin, Goblin, Maicoh, Ninja, Forthish

Jericho is holding.

I'm assuming that the goblin attacked by Festus, who remains alive, is visible to everyone now in case that matters.


Have fun!

You're likely not alone having plans this weekend. I'm going to say we should pause until next Tuesday for both tables given it's Labor Day in the US on Monday.

If anyone is not in the US, we appreciate your patience while we celebrate having time off from work.


Lar attempts to demoralize the opponents with a dazzling display of scimitar showmanship.

Dazzling Display (Intimidate): 1d20 + 30 ⇒ (3) + 30 = 33

The goblins are shaken for 4 rounds.


I'm going to assume Jericho is holding as he didn't spot the goblins. Far Left is holding, so it's up to Festus, who did see 3/4 of the goblins to start us off.


Ninja Stealth: 1d20 + 19 ⇒ (18) + 19 = 37

Normal Stealth: 1d20 + 14 ⇒ (12) + 14 = 261d20 + 14 ⇒ (1) + 14 = 151d20 + 14 ⇒ (4) + 14 = 181d20 + 14 ⇒ (2) + 14 = 16

Updated Map

Initiative: 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (4) + 4 = 8

Not adding ninja to the map but she is in a position to quickly help flank with all the goblins that appear.

Festus and Lar spot three goblin monkeys, barely sticking their kukri tips out from the cover of the church pews or the corner (to the right) in which they stand.

Initiative:

  • Jericho 23
  • Far Left 23
  • Festus 23
  • Lar 18
  • Goma 17
  • Center Right 13
  • So 11
  • Tuk Tuk 10
  • Center Left 9
  • Far Right 8
  • Maicoh 8
  • Ninja 7
  • Forthish 3


The first goblins eagerly wait while Razzle inspects the platter, and despite a hungry look in her eyes, declines to eat.

"Thank you for the offer. I shall eat later. We feed as we work closer to the prophet. Agreed?"

Razzle gestures for the goblins to come over, and with that, they break what little discipline they could muster and swarm Kabong, who sets the bowl down to allow the goblins easier access to the food. They begin to eat quickly and with great gusto.

"I'll be back with more." Kabong says, and leaves.

Kabong scurries off and returns very quickly with another bowl.

Razzle leads the group on to the front of the cathedral. Another group of goblins await, curiously, and are similarly fed from the offering.

You stand in front of a pair of double doors while Kabong goes back for another bowl of food.

Razzle says, "Are there any other questions you wish to ask the prophet?"


I think everyone leveled.

Lar shouts out towards the wagons, "Bring in the food! We'll have a feast while we negotiate."

Kabong appears carrying a large bowl of pita chips with a hummus dip in the center.


Apologies for the delay. I was looking to try to combine the map with the original map and it wasn't working scale-wise. I realized there was a better option so we now have...

Updated Map

Inverted Goma = Tuk Tuk. Any shifting needed?

You stand before a pair of massive stone doors. Maicoh opens the door on the left and So the door on the right in unison. Inside is a dimly lit grand cathedral. You can barely make out the remnants of banners to a few gods, like Aroden, Erastil and Abadar, many of which appear disturbed, destroyed, if not entirely desecrated. Oddly, the Torag based iconography, etched into the stone, appears undisturbed if not cleaned.

Initiative and Perception

Lar: 1d20 + 3 ⇒ (2) + 3 = 51d20 + 14 ⇒ (4) + 14 = 18

So: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 10 ⇒ (1) + 10 = 11


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Congratulations on Level 2 everyone. Great work to everyone, especially Shintaro, at getting us past the first hurdles socially. I know the chance to show your builds off is something everyone is looking forward to and let me assure you, the action will start shortly.


"Thank you for showing respect and using our language. Our ally Shintaro has done a tremendous job to translate for your My name is Gustavus Bartonius Larimentius the III but you may call me Lar. Priestess Razzle, forgive us our curiosity, but we are scholars of Sarenrae, goddess of mercy and fire. We are curious about your prophet and her teachings but also how you came to be here. You see, our allies and fellow students of divine guidance and justice were here, but we have not heard from them. While most stories are best told from the beginning, we wonder if you could reverse common wisdom and show your uncommon wisdom in relaying what happened and how you came to occupy this keep." Lar says.

"So great is our curiosity, we do hope to reward you for any information you can share and the return of those noble souls."

Lar's Diplomacy: 1d20 + 26 ⇒ (3) + 26 = 29

So's Diplomacy: 1d20 + 23 ⇒ (3) + 23 = 26

Damn, the dice gods didn't want to give Lar and So a good chance to request aid.

Razzle pauses to gather her thoughts, "Your allies are our guests. They have not been civil nor respectful so we have kept them detained. I suppose their safe return is part of why you've been respectful?" she ends, with a questioning tilt to her tone.

"Sarenrae's mercy teaches us to respect others. We know our allies are from schools of thought where that is not a key tenet. Our apologies for their unbending nature."

"So much good in this world could be accomplished with open minds and ears. So we hope you can forgive them and release them to us."

Lar's Diplomacy: 1d20 + 26 ⇒ (19) + 26 = 45

So's Diplomacy: 1d20 + 23 ⇒ (1) + 23 = 24

Razzle says, "Their freedom is not mine to offer. I can take your offerings to the prophet to seek her wisdom and ruling. Do you agree?"

"I believe Tura and Cole will agree if that means they get to eat. We can certainly bring in food and provide you the bead to take with you if you wish to show her the seriousness of our offer."


"I shall show you respect by using your language. My name in your tongue is Razzle. I was raised by the prophet since I was little. She is great and wise and your respect is deserved. Your gifts are welcomed. I believe gifts are usually balanced. Is that your goal?" Razzle says, with a deliberate pace to the speech.


"Ragna, Quinlan, you seem to be ill at ease with the developments and news. Jericho, Forthish, and Goma, stand back and prepare yourself. Festus, Maicoh, stay close and we'll see how they like surprises." Lar says.


”Surrendering the fort to the goblins was an option when they were dealing with us as visitors and diplomats. A few minor exchanges of force could be forgiven but a trap and massive deception are not the tactics of those with peaceful intentions. I think if Festus, Maicoh, Ragna get prepared, possibly Quinlan too, we should open the temple doors and show them our more aggressive posture.” Lar says, quietly and grimly.


GM for players. Lar and So have given guidance on the offerings so I was waiting for Shintaro to translate the offer.

Rodan, dwarves put secret doors deeper in their design. You’re unlikely to find secret doors outside of a front gate that is magically sealed at this level.


A female goblin steps out from around the corner. She carries no weapons and wears no armor, only a simple robe of surprisingly good quality. She leads three more monkey goblins in leather armor, kukris sheathed. She says, "Headstink sarit longshanks mei gifts viet see. Sto gifts fal set dur?"

Goblin:
Headstink say longshanks with gifts need see. What gifts do they bring?


"Priest of what? This place reeks of Hadregash - no offense to our hobgoblin friend - but one of the tenets of that faith is tribal loyalty. We haven't seen that here with the intermingling of tribes. I don't know that any of the other goblin hero-gods would unite across tribes. This whole prophet structure is difficult to reconcile with my understanding of goblin religion."

Knowledge: Religion (10) - Hadregash:
Hadregash is the strongest of the four goblin hero-gods, and has the strongest relationship with Lamashtu, their patron and possible mother. Lamashtu forgives Hadregash his lawful nature and he's taught goblinoids, especially hobgoblins, to show deference to authority.

Knowledge: Religion (15) - Goblin gods:
The four goblin hero-gods (Hadregash, Venkelvore, Zogmugot, and Zarongel) are barghests and reside in the Abyss after their corner of Hell was brought to the Abyss by Lamashtu and joined with her realm, Kurnugia.

Knowledge: Planes (15):
The four goblin hero-gods (Hadregash, Venkelvore, Zogmugot, and Zarongel) are barghests and reside in the Abyss after their corner of Hell was brought to the Abyss by Lamashtu and joined with her realm, Kurnugia.

Knowledge: Religion (17) - Hero-God 2:
Venkelvore is the most beautiful of the hero-gods, and consort to Hadregash. Venkelvore hungers for the feast of sentient beings.

Knowledge: Religion (17) - Hero-God 3:
Zogmugot is the most wolf-life of the hero-gods and has a coat of magical fire for being the first to submit to Lamashtu.

Knowledge: Religion (17) - Hero-God 4:
Zarongel is the other female hero-god and determines which goblins drown and which survive. Her gifts are better flotsam and jetsam washing ashore to her faithful, many of whom drown from her faith and obsession.

Knowledge: Religion (20) - Hero-Gods and Lamashtu:
Lamashtu appears to have claimed the hero-gods from Asmodeus, and whether they are her children or servants depends upon whom you ask or believe. Goblin cults to Lamashtu sometimes exist because of the connection but knowledge of the connection is uncommon outside of the goblins of Thistletop, a ruin near Sandpoint in Varisia.


The goblins are really unprepared to be treated so nicely, and after a pause to decide how to respond to such kind manners, they answer:

Goblin phonetics:
Come mei lan tam courtyard. Not send headstink tam fetch priest. Unless kahl des tam trav mei headstink?

Goblin:
Come with us to courtyard. We send Headstink to fetch priest. Unless you want to go with Headstink?


"e-thay emple-tay at-thay olds-hay e-thay eif-chay..." Lar begins.

Bluff in Pig Latin: 1d20 + 5 ⇒ (2) + 5 = 7

The goblin cuts them off with a harsh whisper, saying, "You no good at sneaky stuff! Chief in temple! Temple behind me. You go way I came, I go way you came, no see no care no do."

Updated Map - temple doors are about forty feet East of you, Maicoh.


The goblins look between themselves at the request and finally, one nervously says, with emphasis on the first word:

Goblin phonetics:
Sat nyal grows mei kahl'iy fuel, but sat es verrit busrit. Not koe dur kahl ahn za sat priests el see ak sat es willtin tam interrupt sep prophet.

Goblin:
Her fire grows with your fuel, but she is very busy. We could bring you one of her priests and see if she is willing to interrupt the prophet.

Full Name

Engineer #3

Race

Warforged

Classes/Levels

Shaper 1 / AC 11 T11 FF 10; DR 3/- HP 38; PP 14; F+3 R+4 W+3

Spoiler:
38/38 Current HP, 14/14 Current PP

Gender

Male

Size

Medium

Age

3

Alignment

Neutral

Languages

Common, Goblin, Orc, Quor, Riedran, Undercommon

Occupation

Adventurer, Armorsmith

Homepage URL

Google Docs Link

Strength 16
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 10
Charisma 6

About Engineer #3

Engineer #3
Warforged Psion (Shaper) 1
N Medium Construct (Living Construct)
Init +3 Senses: Perception -6
Speed 20, Languages: Common, Goblin, Orc, Quor, Riedran, Undercommon
Height: 6’1” Weight: 298 lbs Hair: - Eyes: Blue Age: 3 Homeland: Cyre (Metrol)
XP: 224

Defense
AC +1 Touch +1 Flat Footed +0 (Natural Armor +2, Dex +1); DR: 3/- (Gargantuan)
HP 38 (1d6+14+10+8)
RHP 38
Fort +3 Ref +4 Will +3
Immune: sleep, paralysis
Resistance: +2 vs mind-affecting & stunning effects, disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels
Destiny Points: 1
Hero Points: 7

Offense
Melee: slam +3 (1d4+3) or club +4 (1d6+4)
Ranged: +1 (1d8 19-20/x2)
BAB 0 CMB +3 CMD 14
Speed 20

Abilities: Str 16, Dex 12, Con 14, Int 19, Wis 10, Cha 6
Discipline Talents: entangling ectoplasm (1rd), ectoplasmic creation (1hr)
SQ: Detect Psionics, Adamantine Body (can be targeted by spells, powers, and effects that affect metal, stone, or wood)
Feats: Psionic Body, Psionic Talent (2), Psionic Talent (3), Psionic Talent (4)
Traits: Bruising Intellect, Indomitable Faith, Exile
Flaws: Curious (-2 Perception, -2 Initiative); Phantom Sparks (-4 Perception, -4 Stealth)
Drawbacks: Oblivious (-2 perception, -2 sense motive), Naive (-2 AC vs improvised weapons & -2 CMD vs Dirty Trick)
Skills: Craft (Sculpting) +7, Craft (Woodworking) +7, Intimidate +8, Knowledge (Local) +7, Knowledge (Arcana) +7, Knowledge (Architecture & Engineering) +7, Linguistics +7
Combat Gear: sunrod (2)
Gear: masterwork sculpting tools, backpack, belt pouch, crossbow, 20 bolts, club, dagger, flint & steel, torch (2), traveling cloak
Coin: 25sp, 50cp
Carrying Capacity: Light 76 Medium 153 Heavy 230 Lift 460 Drag 1150
Psionic Powers: (Manifester Level 1 / Power Points: 14/14)
1st: astral construct, force screen, vigor
Power Stones:

Background:
Engineer #3 was created as a living, walking, support soldier. He rolled off the House Cannith assembly floor ready to join the fight during the Last War, only to be demobilized before ever arriving at the battlefield. Extremely durable, skilled at repair as well as equipped with formidable personal defense weaponry, Engineer #3 assumed his role in the forges of House Cannith would remain as it was intended.
Unfortunately, that forge was located somewhere deep in the Mournland now, preventing his return currently. Also rather odd for a Warforged, he found himself able to fabricate and manipulate not just matter, but also ectoplasm to some extent. At the moment, his skills with such “tricks” are limited in scope and have so far not attracted the attention of the Cannith magewrights, but they will surely be interested in just how this machine of war has come about his mental powers.
For the past 34 months, Engineer #3 has wandered the cities and towns of Khorvaire, usually by lightning rail whenever possible, attempting to learn more of this strange mental power he possesses. Along the way, he trades for any scrap of psionically charged stone or crystal he can find, adding to his collection. He also strives to determine just where his now-hidden forge/lab lies, and find a way to return some day.
His travels have brought him to Cauldron recently, and he begins his search for knowledge, experience, and more psionic treasure with optimism and dogged determination.

Description:
Like most warforged, Engineer #3 stands taller than a common human, with dark grey, almost black metal plating. His surface is generally burnished to a fine sheen, just shy of a mirror finish. While traveling, he typically wears a well-carved leather harness over his shoulders and hips, from which his backpack, pouch, and gear depends. Over all that, he drapes a dark green wool and leather cloak, mostly to keep the rain off but also to disguise his form a bit.
The odd thing about this warforged, though, comes from the random spurts of light emanating from beneath his plates. Bright colored lights flare from time to time, seemingly without a pattern or explanation.

Warforged Racial Description:

Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Charisma
Size: Medium Size or Small Size. Once chosen, this size cannot be changed.
Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
Those that choose to be Medium Size do not get any size bonuses or penalties.
Type: Humanoid (Living Construct Subtype)
Base Speed: 30' for both Medium and Small.
Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes
Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Warforged do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance naturally over time.
Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Age:
Adulthood: 0 years
Intuitive: +1d12 / Self-Taught: +1d6 / Trained: +1d4
Middle Age: 150, Maximum 150 years
Base Height & Weight:
Height: 5' 10" (Medium) or 2' 10" (Small)
Weight: 270 lbs (Medium) or 50 lbs (Small)
Modifier: 2d4 / Weight Modifier: x4

Background NPCs:

Engineer #3 was third in a very short line of Warforged creation forge workers fabricated just before the fall of Cyre and the subsequent Treaty of Thronehold ending the Last War.
Engineer Models #1, 2, and 4 are still outstanding, presumably. Those last few days and weeks were very chaotic and it was during a ride out of Cyre with his assigned Cannith Magewright that #3 became separated from his colleagues/siblings.
Other than casual acquaintances and his adventuring companions, the only other real connection was with Tara "Fingers" ir'Cannith , a young human Cannith Magewright with whom he traveled and worked. She was reassigned to Sharn upon her "forced emigration" from Cyre, but they have kept in touch via letters fairly regularly.
Replacement Character: A pure muscle melee tank named Steve. Possibly a full-orc barbarian or ranger, possibly a wolf-riding cavalier.

Memories:
Engineer answered Fingers, the slight human magewright, "My first experience with other warforged unlike myself was at the lightning rail depot in Metrol. A contingent of soldier warforged escorted a Cyran general, whose name I never learned. At one point I spoke with them, and tried to learn of their history. They bore well-worn armor and weapons, and their carapace plating itself showed clear signs of battle damage."

The warforged paused before continuing, "These soldiers showed little interest in anything beyond the immediate situation. None of them bore any skill beyond combat training, nor did they show any curiosity. They remained confident other skills or abilities were unnecessary for their role. I felt...sad."

Image of Engineer #3

Questions:
What is your character's plans for the upcoming week?

Engineer intends to finish the journey to Sandpoint, delivering the NPCs safely and securely. Once at Sandpoint, he intends to seek out any sources of magical or psionic energy and mediate at that location.

What is your character's plans for the next month?

Once at a place of relative calm and quiet, Engineer desires a studio space where he can access quality crystal and stone. He has a craving to resume his sculpting and crafting, feeling his skills have begun to atrophy due to lack of use.

First time character felt "love"?

Spoiler:

Traveling through the deep dungeons below Cauldron, Engineer felt the same as he ever had. During the "day," he fought and manifested at the front lines, protecting his compatriots to the best of his ability. During the times they rested, he maintained and repaired all of the equipment used or damaged.

One morning, the team's rogue Beauregard woke early, seeing him at his work.

"What are you doing, Three? How come you're oiling the limbs of my crossbow?" the halfling asked, rubbing sleep out of his eyes.

Quietly, in his deep baritone, Engineer responded, "I do not require the time overnight that the rest of you do. Rather than sit idle, I chose to fix and maintain the equipment. Would you prefer I not?"

"No, no, that's all fine and well," Beauregard responds as he begins packing up his bedroll. "Don't feel like you have to do that, though. You aren't my servant or anything, Three."

Engineer sits, pondering the statement. "I understand. I choose to help you, as friends. From my observations, this is something comrades do for one another. We are friends, correct?"

Beauregard smiles and nods, "Yes, Three. We are friends."