Large Water Elemental

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Goblin Squad Member. Organized Play Member. 1,050 posts (10,317 including aliases). 1 review. No lists. 1 wishlist. 18 Organized Play characters. 35 aliases.


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The Exchange

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HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

We prefer the phrase "situationally adaptable"

Sovereign Court

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Treasure Witch 2 | HP -3/14 | AC 11 touch 11 flat 10 | Fort +1 Refl +1 Will +4 +2 vs. enchant | Perception +5, Sense Motive +9

Iulia giggles a bit. Cackle to maintain blue's misfortune, and then turns her gaze down the line of kobolds.

"You! May your scales grow mold and itch all day!"

Yellow: will save or suffer misfortune, DC 15

Sovereign Court

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Treasure Witch 2 | HP -3/14 | AC 11 touch 11 flat 10 | Fort +1 Refl +1 Will +4 +2 vs. enchant | Perception +5, Sense Motive +9

Sense Motive: 1d20 + 9 ⇒ (15) + 9 = 24

"Older than Elvish, silly. It's Draconic, the language of magic." She looks the parchment over, and reads it aloud.

"Hail Vapula! Deliver us from chaos so that we may serve you in eternity. Seize what you can, tear it apart, and savor its sweet bloody taste." The elf-blooded woman shakes her head. "Charming; a prayer of some sort.

"Now what really has me worried is talk of Aeteperax. I've no idea what "summoning bats from the darkness" is all about, but that name is a Dragon's name or I'll be hexed. In fact, it's the name of a dead dragon - one slain by the very same Belhaim that the town is named after!"

She turns to Nighttail. "Now come on dear, we're all on the same side here. You should let on to what sort of things this Dragon imposter is having you and yours doing. Holding secrets back hurts all of us here."

diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29

Sovereign Court

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Treasure Witch 2 | HP -3/14 | AC 11 touch 11 flat 10 | Fort +1 Refl +1 Will +4 +2 vs. enchant | Perception +5, Sense Motive +9

One of these days, when I get a cohort I want the full Roman cohort of 480 men. None of this "single follower" business.

Sovereign Court

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Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

reflex: 1d20 + 23 ⇒ (12) + 23 = 35

Davoliznakamushka quickly plunges his blade into the ground, diverting what electricity would have marred him seconds earlier. In the same motion, he ends his song, inspiring Tamerius to have a final twist out of the way of the dragon's breath. ring of evasion

For simplicity I'll just roll Tamerius' new save, if that's ok. He also forgot the +3 to saves vs. supernatural effects from Naturalist

Tamerius' new reflex: 1d20 + 9 + 1 + 3 ⇒ (13) + 9 + 1 + 3 = 26 Hey, that would (just) make it!

Davo quickly takes a moment to restart his song, and adds to it a song of good hope for the Pathfinders.

+2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Note this does not stack with heroism, although it still adds weapon damage.

Sovereign Court

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Treasure Witch 2 | HP -3/14 | AC 11 touch 11 flat 10 | Fort +1 Refl +1 Will +4 +2 vs. enchant | Perception +5, Sense Motive +9

I think you meant supplies

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

"Pirates, big on blind duty. Irony is most delicious with a side of grief."

Melina whispers to herself "I managed to not set the ship on fire this time, not that anyone cares."


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Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Tektite didn't make that list, I did (it's my google doc) I have a lot of functionality built in so it isn't necessarily approachable to others. But yes, I can resume tracking it.

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

"A cat-fish? Soaked pussy-tat? Felicine? No, what are those things called..." Melina scans her memory palace for the nature of the assaulting creatures.

(almost) all the knowledges!:

arcana: 1d20 + 18 ⇒ (1) + 18 = 19
dungeoneering: 1d20 + 14 ⇒ (8) + 14 = 22
local: 1d20 + 14 ⇒ (12) + 14 = 26
nature: 1d20 + 17 ⇒ (4) + 17 = 21
planes: 1d20 + 16 ⇒ (12) + 16 = 28
religion: 1d20 + 15 ⇒ (19) + 15 = 34

Melina drinks an extract of bomber's eye.

It sounds like they're entirely on land.

Sovereign Court

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Gnome
Vitals:
Archivist 15 hp 123/123 | F +12 (14) R +17 (19) W +17 (19) | AC 29 (32) T 16 (19) FF 26 CMD 24 Perception +26 (28)

got it. Sunder her face

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

Sanctioned Content, Legal Character Levels
Rum Punch 3–5
Dangerous Waters 4–6
Black Coral Cove 5–7


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Neuter Android Slayer (Cleaner) 2 N humanoid (android) | HP: 22/22 | AC: 21 T: 13 FF: 18 | Fort +5, Ref +6, Will +1, +4 vs mind-affecting, paralysis, poison and stun. Init: +3 Perc: +8

If it us helpful, technological gear (including batteries aka silver disks) are discussed in the prd here.

Silver disks as coinage can't be recharged (barring DM fiat), while silver disks as batteries can (with 20% failure chance). So, you should track the two separately.

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

"Oh, they weren't that bad. Now dealing with Fahd when he's drunk and maudlin, ay that's a challenge. Lets see, now we need wood, to give to the carver, to give to the quartermaster... oh my, keeping track of all this is giving me a headache." Melina plays with her tail innocently, affecting airs of a simpleton.

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

Auto succeed

"Don't be silly; a bear for the Magpie princess? No, sir... a Magpie, preferably with a crown, for the good Captain Lanteri. In the meantime, we'll go see about a man giving you some wood."

Dark Archive

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Tiefling Alchemist 6 (hp 17/39) | F +8 R +10 W +5 | AC 19 (23) T 14 FF 15 CMD 16 | Perception +15 (Darkvision) | Bombs 11/14

"Feronia Firetongue. Here to simply enjoy this life of fleeting pleasures. And maybe catch a bit of the sea. I do hear it can be a wild ride."

She smiles.

When she gets her drink, she'll play with it a bit, light it on fire, and then drink it


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I think the real division in my gaming group is "programmer/math nerds/engineers" and "liberal arts/story driven" types. Those categories tend to have much larger clashes and personality issues.


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Spell Effects:
heroism, false life, mage armor, mind blank, overland flight
Stats:
Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)

Rissi is quiet for a moment as she drifts along behind the others. "Fine, fine. Your puns are adwarfable. Satisfied?" Almost casually, she casts a heroism on herself as an afterthought.


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Monk 5 HP 48/48 | AC 20(23) T 17 FF 17 (20) | Fort +8 Ref +7 Will +8 (+2 vs. spells, spell-likes, poisons; +1 vs. super effects of undead)| CMD 23 (25 v grapple) | Init +2 | Perc +11 Elemental Fist 5/5, Ki 6/6

Too slow! Already used that joke!
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 10 ⇒ (1) + 10 = 11 Eww!

Teos is resolute against the distraction of the snake, but succumbs to the poison!


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eldritch guardian (familiar folio) wrote:
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level
CRB wrote:


Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high (arcane spellcaster) level

Does Eldritch Guardian (of sufficiently high level and the correct alignment) qualify for Improved Familiar.

(Note, I think the two statements above apply it does, but there are folks suggesting (on reddit) that it does not - so an official ruling would be nice.

Silver Crusade

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Red Trunk the Mastodon:
HP 57/57|AC 28 T 11 FF 25|CMD 25 (+4 vs trip)|F +9, R +7, W +3; evasion,devotion|Init +2|Perception +6, low-light, scent
Xue:
HP 86/86|AC 30 T 12 FF 27; Snake Style +11|CMD 25 |F +15, R +8, W +8 +2 vs. mind affecting, poison, +2 sleep, paralysis, and stun w/dragon-style, +2 vs fear|Init +2| Perc +7, low-light | Sens Mot +11

No SR on glitterdust. Also, most people play it negating invisibility

Seeing the creature revealed, Xue stirs the oliphaunt forward again, and it continues barrelling through the sonic perversion.
2d6 + 10 ⇒ (5, 4) + 10 = 19 AoO at -4 or relfex for half, DC 20. Pick one

Xue tries his best to strike the nimble creature.

+2 adamantine katana: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
1d8 + 7 + 3 ⇒ (2) + 7 + 3 = 12
+2 adamantine katana: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15
bite: 1d20 + 6 ⇒ (18) + 6 = 24
1d4 + 2 + 3 ⇒ (1) + 2 + 3 = 6


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Spell Effects:
heroism, false life, mage armor, mind blank, overland flight
Stats:
Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)

We also respond to Miss Bossy Whiskers


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Spell Effects:
heroism, false life, mage armor, mind blank, overland flight
Stats:
Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)

... still raging. The implications just struck me


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Spell Effects:
heroism, false life, mage armor, mind blank, overland flight
Stats:
Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)

"Remind me to *squeak* avoid you when you are feeling jocular. I am sure I could devise a cantrip for incontinence, if you need assisstance Sealman. I must insist that the particulars of your questions are *chitter* private, dear."


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Spell Effects:
heroism, false life, mage armor, mind blank, overland flight
Stats:
Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)

"Humanoids and their peculiar fascination with their *squeak* bodies. I sure your kind would be much *chhh* happier if you simple learned to groom each other occasionally. A good licking does wonders for the state of the mind; I always enjoy one before engaging in any serious research." the ratfolk offers earnestly. "Perhaps we could investigate the discipline of abjuration next?"


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Piera Fosca
Race (ethnicity): Human (Chelaxian)

Why your character should like to join a pirate crew Wayward daughter of the harbormaster of Corentyn, Piera Fosca has always been a tad too smart for her own good. She gravitated towards the study of magic and alchemy, but instead of going into a respected field like devil-summoning, she nursed a secret romanticism in her heart. Piera particularly relished the stories of the gunslingers of Alkenstar popular in silver-weight novels. Her father sent her away to study at the University of Egorian, where she secretly took to experiments combining gunpowder weapons and magic. She was expelled after an explosion that destroyed a camps lab, and after returning home had a terrible falling out with her father.

Having no reason to return home, she packed her things, dressed in a mannish fashion, and booked passage to the Shackles. She has prospered since, selling her guncraft and magic on various pirate vessels. She usually even manages not to start fires on the ship. Usually.

Your character in one sentence: Piera is the classic tinkerer, more interested in mechanisms then marriage, wooed by guns rather then gallantry.

Build:
Wizard (spellslinger), opposition schools: conjuration, enchantment, necromancy, illusion.
1st - Wizard (spellslinger) point blank, precise shot
2nd - Wizard (spellslinger)
3rd - Wizard (spellslinger) rapid reload
4th - Wizard (spellslinger)
5th - Wizard (spellslinger) amateur gunslinger (quick clear), craft weapons and armor
6th - Wizard (spellslinger)
Additional feats: deadly aim, extra grit, greater spell penetration, skill focus (perception), spell penetration, weapon focus (firearms)
Skills: craft(alchemy), craft(weapons), k(engineering), perception, k(planes), k(arcana)
attributes: dexterity, wisdom, and intelligence, primarily.

Key pieces of gear She favors longarms (two-handed guns) and evocation magic in her spellbook.


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I'm running Giantslayer for 6 people. In the spirit of the Kingmaker 6 player conversions, I'll be posting six player conversions here; other community conversions are welcome. Obviously fantastically spoiler heavy; GM eyes only.

Giant Slayer Battle of Bloodmarch Hill, 6 Player Conversion


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Ik' Skull begins to unleash arrows, which fall among orcs like hawks among rabbits.

16 - 1d20 ⇒ 16 - (13) = 3
1d6 ⇒ 1
16 - 1d20 ⇒ 16 - (1) = 15. woosh!
1d6 ⇒ 4


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I'm preparing to run this right now. For book 1, I generated some stats for the key named NPCs in case dice rolls are needed to accompany interactions. Thought I would share.

Giant Slayer NPCs


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Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)
EndlessForms wrote:
Not sure that's what people mean when they say "always use protection".

This is all I have to say on the matter


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

twas withdraw


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Albern tries to strike the ettin with his flail as the giant holds him up by his head, but his flail simply swishes back and forth. It seems hopeless, held as he is a giant-arm's length away.

1d20 + 1 ⇒ (1) + 1 = 2


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Albern swings but just misses as the giant grabs for him.

1d20 + 3 ⇒ (16) + 3 = 19

He gives out a small squeak as he is lifted off his feet.

Uh, ok Mr Brethon. There you go., in response to the man's earlier request.


Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Yep, is 20 for those reasons. I'm down 1 hp by the way, if you're tracking it.

Albern screams "Your so mean!" He yells then to the other head. "And you're mean too! Stop hurting them!"

Emotionally distraught, the little gnome misses his next swing.

1d20 + 3 ⇒ (6) + 3 = 9

Liberty's Edge

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I find this question rather... limited in scope.


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95. A demonic figure emerges through the door, hissing and slobbering. A young boy is strapped to it's back. It glances across the room with fiery eyes and lopes over to the bar.

The boy then speaks in half-whipser to the bartender "Watered wine, please."

96. A deal has just been struck, rescue the Sultana from the lair of the great wyrm blue dragon Deyrubrujan. The Sultana was kidnapped to exert political leverage over the Sultan. Naturally, he wishes her back. The heroes step outside the tavern door - and where once there was the bustling city of Duwwor, now stands a twisted, colorful and alien landscape of purple stone and green water.


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Gamemastery Guide has some town rules, probably the most simple approach (there are more complicated rules in the Ultimate Campaign book for buildings under "downtime" activities).

PRD link to settlement rules

If you want a detailed rule option, go here:
Ultimate Campaign

Bit too much like work for my tastes, though :)


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Albern steps directly east, summoning his courage to swing.

You can't scare me with the dark! I haven't been been afraid of the dark since I was forty years old

Despite the boast, his hammer only finds the empty air.

low bad: 1d100 ⇒ 31
hammer time!: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Albern figuring out his age...
40 + 4d6 ⇒ 40 + (2, 5, 4, 3) = 54

Rage round 2


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Should I say "I see no solutions given current set of input" criterion?

Anyways, using special materials is all way over Albern's head, unless someone specifically tells him otherwise.


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

Negative energy from cleric significantly higher level, and a monster, when you're at first level... now that's exciting! ;) I'm all antsy pants to see how this plays out.


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RoW Combat map

Shanya skillfully cuts gaps in the magic tracery of runes festooning the door; as the final mystical connection is severed the door slides open.

Once again, the party finds themselves in a spacious room resembling the interior of a wooden cottage. Two sets of stairs ascend from this level to a balcony, atop which rests a table; everything seems to be made of some manner of fresh pine. Beyond that balcony, another set of stairs rise to a small alcove and a door. Through the small window of the door streams the sunlight of the outside world.

Upon the balcony sits a formidable looking Kellid human, a battleaxe in his right and kite shield strapped to his forearm. He is clad in thick mail coat. As the door slides open he whirls about and issues an exclamation followed by what sounds to be a harsh sounding invective. The well-muscled man quickly repeats his warnings in a hissing tongue.

history DC 30:
This is the long dead warlord Ratibor the Bold. Almost 200 years ago, Ratibor the Bold stood among the most powerful barbarian warlords of central Iobaria. During this time, the lands from Okor’s Basin west to Fangard were a massive, bloody battleground for would be emperors. Ratibor commanded a vast army and held control over an expansive territory that stretched along the western border of Fangard from the Ardshrod River to the Syrzemyan highlands. His power and position placed him among the foremost contenders to take the throne of the remnants of New Iobaria. He is rumored, however, to have made a deal with Baba Yaga which he reneged upon, after which he disappeared

linguistics DC 20 or Iobarian:
You can make out a few snippets of word; his surprise is obvious, and he seems to be warning you to leave this place.

Draconic:
I know not how you came from inside this hut strangers, but you will leave now. I am bound by the crone to slay those who walk these halls without her. Leave and do not return or I will kill you.

The man gestures towards the front door with his axe, indicating clearly his desire for the groups departure.


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

"Wispil is wonderful! I recommend a journey there. Um, you might want to duck though. We only have a few buildings built for giants." Albern breaks in at the mention of his home.


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Animal-Speaker Bard 5 | HP 49/49 | AC:15 T:11 FF:14 CMD: 16 | F+6 R+7 W+6 (+1 vs disease or poison) | Init +1 | Per +9 | Sense Motive +14 | Stealth +6
resources:
song 18/18, spells -/5/3

A subtle twang can be heard as Ramenhotep looses a crossbow bolt at the western spider (although he waits until Hralyk has stepped clear, so not to spoil the shot).

light crossbow: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d8 ⇒ 4

"Spiders? Spiders? In Osirion we have giant scorpions - now those are something to be scared of!"


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

I'm playing a gnome. Impatience is in character!


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RoW Combat map

As Shanya moves closer to the hut and reaches up towards its door (which lies some 15' off the ground) the hut bends down with surprising speed - its beak comes alarming close to Shanya. Up close, she quickly realizes that the beak is larger then she is, and could easily swallow any of the group whole.

However, the beak stops about a foot from Shanya and sits there for a moment. The changeling's hair flies in the breeze as the hut breathes in and out. It becomes clear that the hut is smelling Shanya, searching for some manner of scent. Whatever it seeks it seems to find. It clucks - rather loudly - and sits down. The motion is awkward with the hut still shackled by its magical chain.

As Shanya's hand touches the door, it seems to swing open lightly and easily and she finds herself looking into a room. It is apparent that this room is larger then the exterior of the hut would suggest.

Bundles of dried herbs hang from the rafters of this comfortable-looking room, and along the walls are numerous shelves holding a bewildering variety of glass jars, bottles, and vials containing all manner of strange magical components and alchemical ingredients. A massive cauldron sits in the middle of the room. No fire burns under the pot, but the liquid within it bubbles and churns, and white fumes rise and lap over the brim. Except and for the cauldron, the room strongly suggests a simple country cottage.

A large stove, writing desk, bookcase, and fireplace complete the room, along with a number of crates, barrels, and sacks. On the desk sits a cracked bowl holding a chicken's egg. A short flight of steps leads up to a set of double doors in the far wall, and a small ladder climbs to a trap door in the ceiling in the nearby corner. Two windows flank a the entrance.

A moment after the door opens, there is a quick flare of energy on the floor near the entryway. Though it quickly fades away, it is clear some manner of magical glyphs are set here.


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

The gnome looks up from his despair; green tears running down his cheek.

"Sitting on river barge? Sir, I am a gnomish steersman of Wispil. It is our sworn duty to get our cargo - the finest logs used in constructing the Taldan fleet - to Cassomir. I have been up and down the Sellen River thousands of times. We fight off lizardfolk, river pirates and othes in our journey." He pats his oversized sword. "Just because our vessels are not masted or seaworthy does not mean that I cannot splice a line or climb rigging - I mean, I've practiced on nets I strung up in the trees hundreds of times. I can do it blindfolded! I was meant for the sea."

"Sitting on a barge indeed." He pouts again, and his skin becomes a little paler.


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Rage 0/7; fatigued Bldrgr 1 | (Raging)| HP 16/16 (18/18) | AC:17 (15) T13 (11) FF:17 (15); +4 dodge vs. giants | Fort +5 (7), Ref +2, Will +1 (3) +2 vs. illusion spells or effects | Init:+2 | Perception: +2

An odd looking gnome - which is a stunning statement given the typical outlandish appearances of gnomes - appears to be on the edge of tears.

"You don't understand; a sailor! The open ocean, salty seas. I have to have this!"

He is amazingly tall for a gnome - 3'7"! Well-muscled - clearly a working gnome. His hair is rather tame for gnome (red - not purple, not green with polkadots - just red). However, that hint of mundanity is well offset by his reddish-purple skin, not to mention the enormously large exotic blade slung over his back. He is dressed in solid looking leather armor with his travel bag slung over his shoulder.

"I can quote Admiral Kasaba's Stormy Seas word for word - well, at least the first two paragraphs. I can tie a sheet bend while hanging upside down from the yardarm singing the Lobster's Wife"

As you look upon the gnome you can see his skin goes a little pale, and his hair goes a bit whiter - a bit of a salmon color really.

The gnome paces up to the bar, purchases a stein as large as his head, and without invitation sits down next to the Professor and proceeds to engage in an awkward combination of crying and drinking.

"This is it. The bleaching... I can feel it coming on. This is the end of everything!"


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I really feel someone should do an article incorporating triskaidekaphobia - perhaps some sort of special numerically based "unluck" magic. It would be terribly issue appropriate.


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Teamwork feats often fall into this category. Yes, highly specific builds that hand out teamwork feat are powerful, but still situational enough to at least qualify as "too complicated". The ones in the APG are particularly bad. You need the feet and you need to be adjacent. The UC feats are better - less of those have adjacency requirements.

Of course, as bad guy feats, feats for hyperspecialized unrealistic I-exist-only-to-kill-heros, they are... Still only OK.


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Spoiler:
Blessings 4/6 Fervor 3/6 Spell Points 10/17 Sacred Weapon 3/6
Loot
Vitals:
WP5 HP 29/57 AC:22 (24) T:11 (13), FF:21 (23) Fort:+9 Ref:+3 (+4) Will:+11, +2 vs. spell, spell-like, poison; CMD 18 (+4 vs. bull-rush, trip); Init+1; Perc+11 (+2 stonecunning)

My (ex-)wife has a very high bluff modifier. (Oh no I didn't!)

I will be traveling (and at a convention) from 11/6/14 to 11/11/14. I will probably actually be able to post more, but who knows :)

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