Goblin

Tark Bashflat's page

458 posts. Alias of Kor - Orc Scrollkeeper.


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HP 92/92

Hi all,

My life has continued to be very busy and I just don't see things letting up for awhile. I think it would be best for me to step down at this time so that you can recruit someone who can be active daily.

GM Goblin King - This has been an awesome journey and I have really enjoyed the campaign. Thanks for running the original module and for continuing to run it as a campaign, allowing us to bring out our inner goblins :)

Klepy(Stix)/Bucko/Velag - I have really enjoyed playing in this campaign with you all. The experience of playing a goblin character would not have been the same without you guys! Please continue to spread goblin mayhem across the lands and the stars, in Tark's absence.

Thank you all for a truely unique roleplaying experience! I will certainly miss this campaign and my fellow players. Take care all!


HP 92/92

Tark listens to the wild tales and remains doubtful and skeptical. Ships flying sky not natural he thinks to himself.

He looks over the ship in front of his eyes again and continues to stare at it in dis-belief. Stupid elven magic me thinks he mutters to himself.

Tark's interest wanes and just as he begins to turn and walk away, he hears Velag say "...and if we capture pirate ship it become ours..."

Tark's attention then wanes as be begins visualizing himself commanding the ship and dropping down upon his enemies. He sees wafts of goblins descending the sides of the ship on ropes, like lemmings over a cliff. Tarks grins, as much as the thought of the destruction he could cause, as well as the fruitful chore of constantly breeding goblins to keep his troop numbers bountiful.

As Tark's day dreaming comes to an end, he looks around realizing he completely missed what was being spoken about. Tark just looks at his goblin companions and says, "I'm in"


HP 92/92

Hi all sorry about being non-involved again. I've been busy trying to get all my personal stuff done so that I can go and enjoy GenCon. I highly doubt I will have a chance to log in for the next 5 days, so I am sorry I will not be able to get Tark back into action until Tuesday.


HP 92/92

"Tark ready to go. Tark not flatten anyting for many moons. Lets git move'n."


HP 92/92

"Har! Dat sound like good idea! Now we just need a bunch of fe-gobs so we's can get to work on make'n big tribe!"

Off to the lizard king it is.


HP 92/92

A haggard and fatigued looking Tark rides back into camp.

"Ware you's alla been? You all git lost! Tark was ridin' around all over da place, but not able to find you's all. Now dat Tark finds you's, you's alla be safe! Now... ware's sum food? Me's very hungry and not eat for many moons."


HP 92/92

Hi all. Sorry for my absence. Work has been very hectic and I took a week off for vacation. I have 1 more week of hell at work, and then life should return to some semblance of normality.. as will my posting. Thanks for not giving up on me :)


HP 92/92

Tark grabs his lock pick and begins bashing the door down with it.


HP 92/92

Tark moves in for the kill and swings...

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Earthbreaker: +2
Power Attack: -2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 12 ⇒ (13) + 12 = 25
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 7 ⇒ (11) + 7 = 18

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (3) + 13 = 16 + fire damage 1d6 ⇒ 1
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 13 ⇒ (3) + 13 = 16 + fire damage 1d6 ⇒ 3


HP 92/92

Tark continues the smackdown.

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Earthbreaker: +2
Power Attack: -2
Goblin Bravery: +1

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 15 ⇒ (14) + 15 = 29
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 10 ⇒ (11) + 10 = 21

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (1) + 13 = 14 + fire damage 1d6 ⇒ 3
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 13 ⇒ (1) + 13 = 14 + fire damage 1d6 ⇒ 6


HP 92/92

Shhhh... when you yell like that, you wake Tark up.

Tark charges forward... "Haaarrrruuuu!!!!"

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Earthbreaker: +2
Power Attack: -2
Goblin Bravery: +1
Charge: +2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 15 ⇒ (13) + 15 = 28

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 16 ⇒ (8) + 16 = 24 + fire damage 1d6 ⇒ 3


HP 92/92

Tark sees statues ahead... obviously they need smashing...


HP 92/92

Dang I've been so busy the last week working night shifts. I'll get caught up with everything by tomorrow.


HP 92/92

RE: Leftenants

1. Do you have the stats for these or do we make them?
2. Do you control these or do we control them?
3. Are any of them healers? If so, Tark will declare that the healer is "his".


HP 92/92

"Hrmm, mebee it have lair?"

Tark starts scouting around the area and will also look for tracks that might lead to its lair.

Perception check: 1d20 + 11 ⇒ (20) + 11 = 31
Survival check: 1d20 + 6 ⇒ (5) + 6 = 11


HP 92/92

I will not be around a computer Fri to Sun, so feel free to NPC me over the weekend.


HP 92/92

Tark just looks up at the beast flying above him, and curses loudly.

"Looks like dis one all yers Stix."


HP 92/92

Round 1 - additional actions

Fangz Haste Attack:
Fangz bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (7) + 6 = 13

Fangz AoO Attack:
Fangz bite: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 6 ⇒ (11) + 6 = 17

Tark's AoO Attack:
ATTACK ROLL (Flaming Earthbreaker): 1d20 + 18 ⇒ (4) + 18 = 22
DAMAGE ROLL (Earthbreaker): 1d10 + 22 ⇒ (5) + 22 = 27 + fire damage 1d6 ⇒ 5


HP 92/92

Tark feels magical energy racing through his body, sparking his muscles to move faster. "Harrrruuuuuuu Bucko!"

Round 1 - additional attack

ATTACK ROLL (Flaming Earthbreaker): 1d20 + 18 ⇒ (19) + 18 = 37
DAMAGE ROLL (Earthbreaker): 1d10 + 22 ⇒ (1) + 22 = 23 + fire damage 1d6 ⇒ 3


HP 92/92

Round 1 Attack

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 17 ⇒ (4) + 17 = 21
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 12 ⇒ (11) + 12 = 23

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 22 ⇒ (3) + 22 = 25 + fire damage 1d6 ⇒ 3
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 22 ⇒ (8) + 22 = 30 + fire damage 1d6 ⇒ 2

Fangz bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Trip: 1d20 + 6 ⇒ (12) + 6 = 18

Current AC:

Normal: 23
Raged: -2
Challenge: -2

Current AC: 19 (21 vs the target of his challenge)

Current HP:

Normal: 82
Raged: +14
Wounds: -0

Current HP: 82


HP 92/92

Tark Will save: 1d20 + 4 ⇒ (19) + 4 = 23 (+2 if fear based - due to rage)

Fangz Will save: 1d20 + 3 ⇒ (3) + 3 = 6 (+2 if fear based - due to banner)

NOTE: if the save is fear based, then all allies within sight of Tark's banner gain +2 to their save

Mystery Roll #1: 1d4 ⇒ 4
Mystery Roll #2: 1d4 ⇒ 3


HP 92/92

Well, obviously anything with 3 big eyes that boggards run away from must certainly be a worthy enemy. Tark charges at the eyes.

"HAAAAARRRRUUUUUUUU!"

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1
Mounted Charge: +4

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 20 ⇒ (8) + 20 = 28

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +6
Cockatrice Challenge (sole attacker): +2

DAMAGE ROLL 1 (Earthbreaker): 2d10 + 48 ⇒ (7, 9) + 48 = 64 + fire damage 1d6 ⇒ 3

Current AC:

Normal: 23
Raged: -2
Charge: -2
Challenge: -2

Current AC: 17(19 vs the target of his challenge)

Current HP:

Normal: 82
Raged: +14
Wounds: -0

Current HP: 96

Fangz bite: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (13) + 6 = 19

Note: Although Tark can do the above charge as a standard action since he only moved 10', I'm not certain if he can also rage (free action) and challenge (swift action). If not, then the attack roll and damage would need to be reduced.


HP 92/92

Tark will drink a potion and will head towards where the big croak came from... sounds like a worthy opponent lies within.

CMW Potion: 2d8 + 3 ⇒ (3, 8) + 3 = 14


HP 92/92

Was Tark able to find a way to get Fangz out to him?


HP 92/92

Sorry, busy weekend.

Tark will do everything he can to try to lift, tug or pull Fangz up the ladder. If it just can't be done, he will do his best to instruct Fangz to run around and meet him.


HP 92/92

Tark hops back on Fangz and prepares to lead the way, once he sees that Bucko is done "interrogating" the humans.


HP 92/92

Tark, who seems completely uninterested in the prisoners, hops off Fangz, reaches down and opens the trap door while looking back...

"Eh! Dere's door in floor!"


HP 92/92

"Ask dem where all da boggards go. Iz dere secret tunnel entrance somewhere here?"

Tark will start look around, while Fangz stiffs around.

Tark Survival check looking for tracks: 1d20 + 6 ⇒ (18) + 6 = 24

Fangz Survival check smelling for things: 1d20 + 4 ⇒ (20) + 4 = 24


HP 92/92

Wow, wierd, where did that orc come from?

Sorry, I didn't do Fangz' bit this time as I thought Tark's 42 points of damage would have killed it. Damn tough boggard :)

Fangz bite: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 6 ⇒ (4) + 6 = 10


HP 92/92

Fangz bite: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 6 ⇒ (2) + 6 = 8

I almost forgot Fangz. He attempts to bite a leg off.


HP 92/92

Tark remembers how hard the armored boggards were, and he charges one in a fit of rage.

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Mounted Charge: +4

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 19 ⇒ (10) + 19 = 29

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker, Spirited Charge): 2d10 + 32 ⇒ (2, 2) + 32 = 36 + fire damage 1d6 ⇒ 1

Current AC:

Normal: 23
Raged: -2
Charge: -2

Current AC: 19

Current HP:

Normal: 82
Raged: +14
Wounds: -13

Current HP: 83


HP 92/92

Tark and Fangz go crashing through the front entrance in a great display of destruction, mayhem and.... ah... boldness?


HP 92/92

"Lets look inside first. Mebee there's magic goodies in there?" Tark will approach the entrance to the hut.


HP 92/92
GM Goblin King wrote:
Put yourselves on the MAP.

Done (on western edge in line with the big mound)


HP 92/92

"Tark not going through tha' water!"

Tark begins heading around the pond.

When its time for his arrival, I will place him on the left side of the map.


HP 92/92

Are the boggards on an island in the pond, or can we just walk around the pond to get where they are?


HP 92/92

Okay, 6 more charges off Tark's wand. Tark is ready for another bruising.


HP 92/92

For healing purposes are we considered out of combat right now? I think you were allowing max heals when out of combat?


HP 92/92

Tark will now begin making great charges at single boggards. He moves 50' away from the nearest boggard, but before beginning his lightning fast charges, he consumes a potion.

With Ride-by-attack and Spirited Attack feats, Tark will begin doing 100' charges, keeping the enemies at the halfway mark (50') in the charge.

Potion of Cure Moderate Wounds: 1d8 + 3 ⇒ (2) + 3 = 5


HP 92/92

Will Saves:

Tark: 1d20 + 4 ⇒ (4) + 4 = 8
Fangz: 1d20 + 3 ⇒ (18) + 3 = 21


HP 92/92

Assuming Tark sees endless streams of boggards coming at him, he will focus a single attack the one behind him, as will Fangz. Tark will then urge Fangz out of the crowd.

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Power Attack: -2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 15 ⇒ (8) + 15 = 23

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (8) + 13 = 21 + fire damage 1d6 ⇒ 4

Fangz bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Trip: 1d20 + 6 ⇒ (15) + 6 = 21

Move 50' back.


HP 92/92
Tark Bashflat wrote:

** spoiler omitted **

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 +
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 +

** spoiler omitted **
DAMAGE ROLL 1 (Earthbreaker): 1d10 + + fire damage 1d6
DAMAGE ROLL 2 (Earthbreaker): 1d10 + + fire damage 1d6

Fangz bite: 1d20 +7
Damage: 1d6 +3
Trip: 1d20 +6

Whoops

Attack 1: 23
Attack 2: 23

Damage 1: 17 +4 fire
Damage 2: 16 +1 fire


HP 92/92

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Rage: +2
Power Attack: -2
Goblin Bravery: +1
Mounted Charge: +4
Flank: +2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 ⇒ 8
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 ⇒ 13

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Rage (two-handed): +3
Power Attack (two-handed): +6
Challenge: +6
Cockatrice Challenge (sole attacker): +2

DAMAGE ROLL 1 (Earthbreaker): 1d10 ⇒ 4 + fire damage 1d6 ⇒ 4
DAMAGE ROLL 2 (Earthbreaker): 1d10 ⇒ 3 + fire damage 1d6 ⇒ 1

Fangz bite: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 6 ⇒ (20) + 6 = 26


HP 92/92

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Power Attack: -2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 15 ⇒ (8) + 15 = 23
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 10 ⇒ (18) + 10 = 28

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (8) + 13 = 21 + fire damage 1d6 ⇒ 2
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 13 ⇒ (2) + 13 = 15 + fire damage 1d6 ⇒ 2

Fangz bite: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (7) + 6 = 13

Current AC:

Current AC: 23

Current HP:

Normal: 82
Wounds: -10

Current HP: 72


HP 92/92

Attacks of Opportunity:

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 13 ⇒ (3) + 13 = 16
DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (2) + 13 = 15 + fire damage 1d6 ⇒ 2

Fangz bite: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Trip: 1d20 + 6 ⇒ (19) + 6 = 25

On Tark's Next Turn:

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Power Attack: -2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 13 ⇒ (5) + 13 = 18
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 13 ⇒ (1) + 13 = 14

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (6) + 13 = 19 + fire damage 1d6 ⇒ 1
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 13 ⇒ (10) + 13 = 23 + fire damage 1d6 ⇒ 3

Fangz bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 6 ⇒ (3) + 6 = 9

Current AC:

Current AC: 23

Current HP:

Normal: 82
Wounds: -0

Current HP: 82


HP 92/92

Beeming a proud smile from his last attack, Tark moves back 5' to allow more to come out of the water. He then begins smacking away at the boggards next to him.

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Power Attack: -2

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 13 ⇒ (10) + 13 = 23
ATTACK ROLL 2 (Flaming Earthbreaker): 1d20 + 8 ⇒ (14) + 8 = 22

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 1d10 + 13 ⇒ (2) + 13 = 15 + fire damage 1d6 ⇒ 6
DAMAGE ROLL 2 (Earthbreaker): 1d10 + 13 ⇒ (4) + 13 = 17 + fire damage 1d6 ⇒ 2

Fangz bite: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 6 ⇒ (13) + 6 = 19

Current AC:

Current AC: 23

Current HP:

Normal: 82
Wounds: -0

Current HP: 82


HP 92/92

Tark and Fangz go charging forward.

"HARRRUUUU!!!!!"

Attack Modifiers:

BAB: +7
STR: +4
Size: +1
Mounted: +1
Earthbreaker: +2
Power Attack: -2
Mounted Charge: +4

ATTACK ROLL 1 (Flaming Earthbreaker): 1d20 + 17 ⇒ (18) + 17 = 35

Damage Modifiers:

STR (two-handed): +6
Earthbreaker: +1
Power Attack (two-handed): +6

DAMAGE ROLL 1 (Earthbreaker): 2d10 + 26 ⇒ (5, 5) + 26 = 36 + fire damage 1d6 ⇒ 3

Fangz bite: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trip: 1d20 + 6 ⇒ (19) + 6 = 25

Current AC:

Normal: 23
Charge: -2

Current AC: 21

Current HP:

Normal: 82
Wounds: -0

Current HP: 82


HP 92/92

Tark yawns while waiting in the bushes and wonders when the goblins will run out of arrows.


HP 92/92

Tark just waits in cover, waiting for sound of wet feet slapping across the ground.


HP 92/92

"Bah, dis is the stupidest plan ever!" Tark rides Fangz into the bushes and they hide from the incoming arrows.

I'm assuming those dark green squares are bushes. If not, then Tark will push Fangz into a full run as they try to maneuver around the lake.

Full Name

Sihir Aneh Yang Mengembara Alam Semesta

Race

Wayang

Classes/Levels

Illusionist 8/Veiled 3

Spoiler:
|AC 17, T 17, FF 14|HP: 55/55|F +3, R +6, W +6 (+2 vs shadow/death)|Init +3, Perc 0|CMB +3 CMD 19|3/3 Shadow Speaker, 11/11 Blinding Rays, 8/8 Invisibility Field, 11/11 Veil, 1/1 Arcane Bond, 1/1 Jewel

Gender

CG male

Size

small

Age

65

Special Abilities

wayang shadow magic, supergenius-level intelligence, wanderlust, xenophilia, teachings of the Lantern Lodge, gratitude of the Jeweled Sages of Osirion

Alignment

Chaotic Good

Deity

Sivanah

Location

Merab, Osirion

Languages

Wayang, Minatan, Draconic, Aklo, Tian, Tengu, Common, Nagaji, Samsaran, Vudrani, Osiriani, Ancient Osirian, Senzar, lip reading, Sylvan, D'ziriak, Shoanti, Elven

Occupation

wanderer, toymaker

Strength 8
Dexterity 16
Constitution 10
Intelligence 27
Wisdom 6
Charisma 12

About Sihir Aneh

"Everything that we see is a shadow cast by that which we do not see."
- Martin Luther King, Jr.

3'3'', 33 lbs.; midnight-blue skin; ultraviolet eyes; long, wild, hair is somehow void-black and plasma-white simultaneously

Absurdity:
Voice of: ?

Personality:
Primary Motivator: Discovery
Secondary Motivators: Creation, Liberation
Tertiary Motivators: Entertainment, Understanding, Chaos
Emotional Disposition: Curious
Moodiness: Phlegmatic
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Spontaneous
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Reserved
Conformity: Heterodox
Sense of Humor: Esoteric

If he were an ice cream, he would be...Black Magic

If he were a pie, he would be a...lychee-rose meringue pie

If he were a soup, he would be...octopus soup

If he were an historical building, he would be...the Guggenheim Museum

Laurels:

#40025-9

Experience: 29

Prestige: 34

Fame: 50

Prestige Awards:
personal toymaker's workshop
Know the Sands

Faction Objectives:
Season 6:
DM +
Explore Ancient Site + + +!
Recover Gem +!
Adventure in Osirion +!
School Patron +!
Exorcise Haunt +!
4+ ranks in Knowledge (Arcana) +!
Total Goals met: 6

Faction Rewards:
Scribe
Soul Warden

Titles:
Hero of the Five Kings
Savior of the Sages
Scion of Geb
Fossilblight's Savior
Honored Acolyte (Arcana)
Wavemaster
Master Archivist
Exemplar of the Order
Savior of Knowledge

Boons:
Kassen's Blessing
Snowmask Induction
Blessing of Malikeen
Ley Line Scholar
Spirits of the Past
Starkissed Sand
Ghalcor's Spellcraft (burst with light, detect demon, righteous blood)
Mendevian Commendation
Graveknight's Gratitude
Relic Guardian
Paranoid Observer
Magnimarian Debt
Formidable Renown
Torch's Respect

Perils: 2
- enthralled by a haunted mask
- mauled by an illusion-impervious div

Travails: 1
- battered by a crumbling bridge

Statistics:
Hit Points: 55 (8d6+3d6+9)
Initiative: +3 (+3 Dexterity)
AC: 17, touch 17, flat-footed 14 (+3 Dexterity, +1 size, +3 deflection)

Speed: 20 feet

BAB: +5
CMB: +3
CMD: 19

Attacks: +1 Cane +6 (1d4) or "Simple Answer" +11 (1d6+2/19-20)

Saving Throws:
Fortitude: +3
Reflex: +6
Will: +6

Other: +2 versus shadow and death; endure cold temperatures above 0 degrees F as endure elements (Su); +3 on Constitution checks to stabilize; +7 effective Constitution for determining threshold of death

Skills: Appraise +14, Bluff +12, Craft (Toymaker) +27, Disguise +10, Knowledge (Arcana, Engineering) +25, Knowledge (Planes) +24, Knowledge (Dungeoneering, Geography) +16, Knowledge (History, Local, Religion) +14, Knowledge (Nature, Nobility) +12, Linguistics +21, Perception 0, Spellcraft +25, Stealth +30

Other: +2 to Spellcraft checks to identify and learn Illusion spells; +6 to Day Job rolls; +2 to Charisma-based checks with Dwarves from the Five Kings Mountains; +3 to Knowledge (History, Religion) on checks regarding Osirion and Osirian gods; +2 to Knowledge (Religion) checks to identify undead and detect haunts; +2 to Knowledge (Geography) and Survival checks in Osirion; +1 circumstance bonus to Charisma-based checks against native Gebbites; +2 to Intimidate checks to demoralize Lissalans, can do so as a move action 1/encounter; +5 insight bonus to any Knowledge check when in Absalom or Osirion 1/adventure

DC to demoralize: 19

Favored Classes: Wizard (+6 hit points, +2 4th-level spells), Veiled Illusionist (+3 hit points)

Abilities:
Racial Abilities:
Darkvision 60 feet
Lurker
Light and Dark
Shadow Magic (ghost sound DC 11, pass without trace, ventriloquism DC 12)

Traits:
Region: Wayang Spellhunter (color spray)
Magic: Magical Lineage (phantasmal killer)

Feats:
Weapon Proficiencies (Wizard)
Spell Focus (Illusion)
Greater Spell Focus (Illusion)
Persistent Spell
Tenebrous Spell
Shadow Gambit
Favored Prestige Class (Veiled Illusionist) [Stealth]
Resilient Illusions
Wayang Soothsayer

Class Features:
Cantrips
Arcane Bond (Ring)
Extended Illusions +4
Blinding Ray 11/day
Invisibility Field 8 rounds/day
Veil Pool 11 (Visual, Auditory)
Sivanah's Veils:
- Human
- Halfling

Inventory:

GP: 27,772

spellbooks:
- "New Moon Grimoire"
- "Journey to the Shadowlands"
- "The Way Half In Light"
- Blessed Book
Arcane Ring of Protection +3
spell component pouch
courtier's garb and jewelry
Handy Haversack
shadow stencils
masterwork toymaker's kit
flint and steel
mess kit
grooming kit
scrivener's kit
1-oz. vial of ink
24 sheets of rice paper
4 days of trail rations
10 fortune cookies
2 boxes of mekainae
1 package of Lonoma eel
+1 Cane
"Simple Answer" (+2 Darkwood Light Crossbow)
21 bolts
bedroll
umbrella
teapot
iron vial
1 flask of oil
3 flasks of holy water
3 flasks of alchemist's fire
3 flasks of liquid ice
3 doses/3 uses of saltpeter
20 doses/5 uses of urea
10 doses/2 uses of dew of Lunary
6 doses/3 uses of magnesium
80 doses/4 uses of natron
12 doses/3 uses of myrrh
12 doses/4 uses of quicksilver
5 doses/5 uses of black powder
80 doses/8 uses of reagent-grade silver
bell
dice
nice deck of cards
high-end board game (1 gp)
bag of marbles
book of puzzles (8 left)
disguise kit (10 uses remaining)
wand of mage armor (20 charges)
wand of lucky number (21 charges)
wand of magic missile (CL 3rd) (12 charges)
wand of invisibility (4 charges)
wand of mirror image (5 charges)
wand of make whole (5 charges)
wand of Reach levitate (6 charges)
250 gp worth of granite and diamond dust
250 gp worth of incense
masterwork wooden toy sword
2 potions of cure light wounds
3 potions of inflict light wounds
potion of inflict moderate wounds
potion of cure moderate wounds
scroll box:
- scroll of air bubbleX4
- scroll of knock
- scroll of dispel magicX2
- scroll of shifting shadows
Headband of Vast Intelligence +4 (keyed to Stealth/Knowledge [Engineering])
yeti-cradling-child statuette
weird monkey statue
copy of "Death's Gentle Caress"
Scarab Sage shabti
Mendevian commendation medal
flawed Sage Jewel (Arcana)
Veil of Veils

Magic:

Spells Per Day:
Cantrips - 4 (DC 18/20*)
1st - 6+I (DC 19/21*)
2nd - 6+I (DC 20/22*)
3rd - 6+I (DC 21/23*)
4th - 5+I (DC 22/24*)
5th - 3+I (DC 23/25*)
6th - 2+I (DC 24/26*)

* = Illusion spells
additional +2 DC to Shadow spells (or +1 without shadow stencils)
+1 to caster level of all spells and spell-like abilities when in Amanandar, Jinin, Wanshou, and/or Zi Ha.

Specialty and Opposition:
Illusion (-Conjuration, -Enchantment)

Spells Prepared:
Cantrips - read magic, prestidigitation, detect magic, ghost sound
1st - dancing darkness, sure casting, magic missile, magic missile, magic missile, ?, Tenebrous shadow trap*
2nd - darkness, false life, ?, ?, ?, ?, Tenebrous shadow anchor*
3rd - dispel magic, ?, ?, ?, fireball, major image, Tenebrous shadow Enchantment*
4th - shadowform, shadow step, greater invisibility, ?, ?, Tenebrous shadow Conjuration*
5th - overland flight, ?, Persistent phantasmal killer, Tenebrous shadow Evocation*
6th - ?, phantasmal putrefaction, Tenebrous greater shadow Enchantment*

(Illusion spells are CAPITALIZED; Shadow spells are bolded; Darkness spells are marked with †; opposition spells are marked with ∴)

Spellbook #1 - "New Moon Grimoire":
Pages: 100/100
0 - read magic, prestidigitation, detect magic, resistance, detect poison, dancing lights, flare, light, ray of frost, spark, GHOST SOUND, grasp, HAUNTED FEY ASPECT, bleed, disrupt undead, touch of fatigue, scrivener's chant, mage hand, mending, message, open/close, arcane mark, VACUOUS VESSEL
1st - COLOR SPRAY, SILENT IMAGE, magic missile, dancing darkness†, ray of enfeeblement, chill touch, shield, VENTRILOQUISM, ear-piercing scream, burning hands, shocking grasp, VANISH, snapdragon fireworks, DISGUISE SELF, vocal alteration, feather fall, crafter's fortune, crafter's curse, SHADOW TRAP, SHADOW WEAPON
2nd - TWILIGHT HAZE†, MINOR IMAGE, darkness†, BLUR, INVISIBILITY, scorching ray, knock, arcane lock, DISGUISE OTHER, see invisibility, burst of radiance, frost fall, UMBRAL WEAPON, SHADOW ANCHOR
3rd - MAJOR IMAGE, fireball, chain of perdition, vampiric touch, dispel magic, call the void, fly, motes of dusk and dawn†
4th - PHANTASMAL KILLER

Spellbook #2 - "Journey to the Shadowlands":
Pages: 100/100
1st - DARTING DUPLICATE, heightened awareness, expeditious retreat, enlarge person, reduce person, alarm, detect secret doors, endure elements, gentle breeze, animate rope, wave shield, gravity bow, forced quiet, touch of the sea, bestow planar infusion I, true strike, true skill, liberating command, hydraulic push, SHADOWFADE
2nd - HAUNTING MISTS, false life, MIRROR IMAGE, ghoul touch, spider climb, twisted space, spontaneous immolation, flickering lights†, corpse lanterns, command undead, DARK WHISPERS
3rd - LOATHSOME VEIL, DISPLACEMENT, force punch, halt undead, disable construct, fractions of heal and harm, lightning bolt, TWINE DOUBLE, SHADOW ENCHANTMENT
4th - SHADOW STEP, ball lightning, stoneskin, bestow planar infusion II, calcific touch, river of wind, SHADOW CONJURATION
5th - SHADOW EVOCATION

Spellbook #3 - "The Way Half In Light":
Pages: 59/100
1st - mage armor∴, charm person∴, bungle∴, grease∴, DAZZLING BLADE, unseen servant∴, BLURRED MOVEMENT
2nd - protective penumbra†, locate object, Aram Zey’s Focus, glitterdust∴, pyrotechnics, rope trick, web∴
3rd - wall of split illumination†, daylight, MASS DAZZLING BLADE, keen edge, SUNSTALKER
4th - locate creature, dimensional anchor, dimension door∴
5th - cone of cold, prying eyes

Spellbook #4:
Pages: 286/1000
1st - OPEN AND SHUT, MAGIC AURA, sure casting, lucky number, touch of gracelessness, touch of blindness†, fastidiousness, positive pulse, snowball, INCESSANT BUZZING, DECREPIT DISGUISE, ILLUSION OF CALM
2nd - ILLUSORY MAZE, painful revelation, greater detect magic, sense vitals, bear's endurance, flaming sphere, INVISIBILITY BUBBLE, darkvision, SEARCHING SHADOWS, stricken heart, lipstitch, eroding ray, DIMINISHED DETECTION
3rd - WALL OF NAUSEA, shifting shadows†, haste, slow, ISOLATE, wind wall, water breathing, strangling hair, clay skin, necromantic burden, lesser animate dead, PHANTASMAL AFFLICTION, ray of exhaustion, battering blast, DISPLAY AVERSION, HALLUCINATORY DECOR
4th - GREATER INVISIBILITY, SHADOWFORM, greater false life, ILLUSORY SCRIPT, WANDERING STAR MOTES, greater flaming sphere, greater positive pulse, GREATER MAGIC AURA, enervation, HORRIFIC DOUBLES, dragon's breath, eyes of the void, unbearable brightness, medusa's bane, mydriatic spontaneity†, HALLUCINATORY TERRAIN, mischievous shadow, masochistic shadow, emergency force sphere, obsidian flow, PHANTASMAL ASPHYXIATION, hypercognition, named bullet, greater darkvision
5th - IMPOSSIBLE ANGLES, break enchantment, MIRAGE ARCANA, condensed ether, interposing hand, suffocation, CLOAK OF SHADOWS, PERSISTENT IMAGE, PHANTASMAL WEB, overland flight, SYMBOL OF STRIKING, wall of force, thoughtsense, commune with texts, SEEMING
6th - GREATER SHADOW ENCHANTMENT, PERMANENT IMAGE, freezing sphere, greater dispel magic, form of the exotic dragon I, PHANTASMAL PUTREFACTION

Future Notes:
Future upgrade to +1 Cane: Umbral (30,000 gp)

Future upgrade to Simple Answer: +3 (10,000 gp)

13th level: Shrouded In Mystery

15th level: Spell Perfection ([/I]phantasmal killer? Greater shadow conjuration? Greater shadow evocation?)

Cosmic trait: The Stranger