Vailea

Tbblbitz's page

78 posts. Alias of Tirion Jörðhár.


Full Name

Tbblbitz

Race

Atomie

Classes/Levels

Monk/2 - Paladin(Divine Defender/Hospitaler)/2 - HP: 46/51; AC24/28, T20/24, FF18; CMD19; F+12,R+12,W+14; Per +12; Init +1

Gender

Female

Size

Diminutive - 6" - 2 lbs

Age

93

Alignment

Lawful Good

Deity

Shelyn

Languages

Fey, Common, Celestial,

Strength 10
Dexterity 20
Constitution 15
Intelligence 14
Wisdom 18
Charisma 19

About Tbblbitz

___________________________________________________________
Offense:
___________________________________________________________
+9 Initiative (+5 Dex, +4 Improved Init)
+4 BAB (+2 Paladin, +1 Monk, +1 Fey HD)

+0 CMB (+4 BAB, +0 Str, -4 Size)
+19 CMD (+4 BAB, +0 Str, +5 Dex, +4 Wis, -4 Size, +10)

+14 Rapier (+4 BAB, +5 Dex, +4 Size, +1 Enhancement) Damage: (1d2+1) (18-20 Crit) (+1d6 sneak damage)
+14 Longbow (+4 BAB, +5 Dex, +4 Size, +1 Masterwork) Damage: (1d3)(19-20 Crit)
+12/+12 Flurry of Blows (+5 BAB, +5 Dex, +4 Size, -2 FoB) Damage: (1d2) (20 Crit) (+1d6 sneak damage)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 46
Max hp: 51 (+6+6+8+6+7+6; +0 FC; +12 Con)

AC 24/28 [+5 Dex, +4 Wis, +4 Size, +1/+5 Dodge, +10] **+4 dodge if fighting defensively with Crane Style**
Flatfoot AC 18 [+4 Size, +4 Wis, +10]
Touch AC 20/24 [+5 Dex, +4 Size, +1/+5 Dodge, +10]**+4 dodge if fighting defensively with Crane Style**
DR/2 cold iron

+12 Fort (+6 base, +2 Con, +4 Divine Grace) (+3 Paladin, +3 Monk)
+12 Ref (+3 base, +5 Dex, +4 Divine Grace) (+0 Paladin, +3 Monk)
+14 Will (+6 base, +4 Wis, +4 Divine Grace) (+3 Paladin, +3 Monk)

Special Abilities:

Paladin Abilities:
Divine Grace
Bastion of Good -- 1/1
Lay on Hands -- 5/5

Monk Abilities
Evasion
Stunning Fist - 2/2
Flurry of Blows

Deflect Arrows - 1/round

Racial Abilities
Continuous Effects -- Speak with Animals
At Will -- Dancing Lights
At Will - limited -- Reduce Person <-- recharge in 1d4 rounds
3/day -- invisibility (self only)
1/day -- shrink item

Skills:

+14 Acrobatics (Dex +5, Ranks 6, Class Skill +3),
+2 Appraise (Int +2, Ranks 0)
+4 Bluff (Cha +4, Ranks 0)
-1 Climb (Str +0, Ranks 0, Class Skill +3)
+* Craft (Int +2, Ranks 0, Class Skill +3)
+11 Diplomacy (Cha +4, Ranks 4, Class Skill +3)
+5 Disable Device (Dex +5, Ranks 0)
+4 Disguise (Cha +4, Ranks 0, Class(race) Skill +3)
+11 Escape Artist (Dex +5, Ranks 3, Class Skill +3)
+19 Fly (Dex +5, Ranks 1, Good Maneuverability +4, Size +6, Class(race) Skill +3)
+8 Handle Animal (Cha +4, Ranks 1, Class Skill +3)
+8 Heal (Wis +4, Ranks 1, Class Skill +3)
+10 Intimidate (Cha +4, Ranks 1, Class Skill +3, Race +2)
+* Knowledge, Arcana (Int +2, Ranks 0)
+* Knowledge, Dungeoneering (Int +2, Ranks 0)
+* Knowledge, Engineering (Int +2, Ranks 0)
+6 Knowledge, Geography (Int +2, Ranks 1, Class(race) Skill +3)
+6 Knowledge, History (Int +2, Ranks 1, Class Skill +3)
+6 Knowledge, Local (Int +2, Ranks 1, Class(race) Skill +3)
+6 Knowledge, Nature (Int +2, Ranks 1, Class(race) Skill +3)
+6 Knowledge, Nobility (Int +2, Ranks 1, Class Skill +3)
+* Knowledge, Planes (Int +2, Ranks 0)
+6 Knowledge, Religion (Int +2, Ranks 1, Class Skill +3)
+* Linguistics (Int +2, Ranks 0)
+15 Perception (Wis +4, Ranks 6, Class Skill +3, Race +2)
+8 Perform(Dance) (Cha +4, Ranks 1, Class Skill +3)
+5 Ride (Dex +5, Ranks 0, Class Skill +3)
+9 Sense Motive (Wis +4, Ranks 2, Class Skill +3)
+* Sleight of Hand (Dex +5, Ranks 0, Class(race) Skill +3)
+6 Spellcraft (Int +2, Ranks 1, Class Skill +3)
+21 Stealth (Dex +5, Ranks 1, Size +12, Class Skill +3)
+4 Survival (Wis +4, Ranks 0)
+4 Swim (Str +0, Rank 1, Class Skill +3)
+11 Use Magic Device (Cha +4, Ranks 4, Class(race) Skill +3)

Each level skill points gained:
2 Paladin - 4 (2 + 2(Int) --> 8 ranks
2 Monk - 6 (4 +2 Int) + FC --> 12 ranks
2 Fey - 8 (6 +2 Int)
--> 16 ranks

Traits:

• Helpful
You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike.

Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus.

• Careful Combatant
You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death—for when you're dead, you can't protect the innocent.

Benefit(s): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

Feats:


  • Improved Initiative (Racial)
  • Weapon Finesse (Racial)
  • Improved Unarmed Combat (Monk Bonus)
  • Stunning Fist (Monk Bonus)
  • Dodge (Monk Level 1 Bonus)
  • Combat Expertise (Level 1)
  • Deflect Arrows (Monk Level 2 Bonus)
  • Crane Style (Level 3)

  • Simple Weapon Proficiency
  • Martial Weapon Proficiency
  • Armor Proficiency, Light
  • Armor Proficiency, Medium
  • Armor Proficiency, Heavy
  • Armor Proficiency, Shields (not Tower)

Racial:

Atmoie
-6 Str, +4 Dex, +4 Cha

Speed: 20', fly 50' (good)
Size: Diminutive
Type: Fey
Senses: low light vision, speak with animals
Racial Defenses: DR 2/cold iron

Special Attacks sneak attack +1d6

Spell-Like Abilities: (CL 6th; concentration +10)

Constant—speak with animals
At will—dancing lights,
Almost at will -- reduce person (DC 15), recharge takes 1d4 rounds (per DM modification)
3/day—invisibility (self only)
1/day—shrink item

  • 1/week--commune (6 questions, CL 12th)
    [/list]

  • Favored Class & Notes:

    Favored Class: Paladin
    HD 1 (Fey)
    HD 2 (Fey)
    Lvl 1 (Monk)
    Lvl 2 (Monk)
    Lvl 3 (Skill)
    Lvl 4 (Skill)
    Lvl 5 ()
    Lvl 6 ()
    ____
    +1 Wis at Level 4

    Monk:

    Weapon and Armor Proficiency:
    Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

    AC Bonus (Ex)
    When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

    Flurry of Blows (Ex)
    Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon as if using the Two-Weapon Fighting feat. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level.

    A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

    Unarmed Strike
    At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

    Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

    A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

    Bonus Feat
    At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
    Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
    A monk need not have any of the prerequisites normally required for these feats to select them.

    Stunning Fist (Ex)
    At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

    Evasion (Ex)
    At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

    Paladin (Divine Defender/Hospitaler):

    Weapon and Armor Proficiency:
    Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Aura of Good (Ex)
    The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

    Detect Evil (Sp)
    At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

    Bastion of Good (Su) -- from Sacred Shield per DM approval
    At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
    This ability replaces smite evil.

    Smite Evil (Su)/Bastion of Good(Su) modification
    This functions as the paladin ability, but the hospitaler can use Bastion of Good one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).

    Divine Grace (Su)
    At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

    Lay On Hands (Su)
    Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

    Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

    Shared Defense (Su)
    At 3rd level, a divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area.
    This ability replaces mercy.

    Aura of Courage (Su)
    At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Divine Health (Ex)
    At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

    Channel Positive Energy (Su)
    When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
    This ability replaces the standard paladin’s channel positive energy ability.

    Spells
    Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

    To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

    Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

    A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

    Divine Bond (Su) - Modifies normal Divine Bond
    At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties:
    champion [APG], ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19)

    Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous [APG] for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the divine defender, but it resumes giving bonuses if the divine defender dons the armor again. A divine defender can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

    If a suit of armor with a celestial spirit is destroyed, the divine defender loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the divine defender takes a –1 penalty on attack and weapon damage rolls.

    Aura of Resolve (Su)
    At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Aura of Healing (Su)
    At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.
    This ability replaces aura of justice.

    Aura of Faith (Su)
    At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Aura of Righteousness (Su)
    At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

    This ability functions only while the paladin is conscious, not if she is unconscious or dead.

    Holy Champion (Su)
    At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

    Equipment:

    Arms, Armor, and Clothing
    Traveler's Outfit - .5 lbs.
    (2315) +1 Rapier, .2 lbs
    (375) Longbow, Masterwork, .5 lbs
    (1000) Cloak of Protection +1

    Total:
    ______

    (2000) Handy Haversack, .5 lbs
    (2000) Buffering Cap
    (1000) Phylactery of Faithfulness

    (750) Wand of Mage Armor
    (750) Wand of Shield

    Total: 4800
    ______________________

    5 lbs

    In Backpack
    Lantern, Bullseye
    Oil, Flask, 1 lbs.
    Flint and Steel
    10 days of trail rations, 1 lbs.
    Scroll Case x2 - .5 lbs each
    Waterskin, 1 lbs
    Whetstone, 0 lbs

    Scrolls:
    (50) Scroll of CLW x2
    (300) Scroll of Restoration, Lesser x2

    CL check DR = 1+CL if Cleric Spell above current Cleric level

    ________
    Total Scrolls =
    _________

    Belt Pouch

    Chalk, 3 pieces
    0 p.p.
    425 g.p.
    8 s.p.
    9 c.p.

    Carrying Capacity

    Current Weight: 5 lbs

    Light Load: x < 8.25 lbs.
    Medium Load: 8.5 < x < 16.75 lbs.
    Heavy Load: 17 < x < 25 lbs

    Appearance:

    Before you stands, no, that is not right. Before you hovers a tiny green skinned woman bedecked in some of the most gaudily colored clothes you have ever seen. Pinks and yellows and purple and whatever other color you can think of. In fact, from the appearance you are pretty sure she must have lost a battle with a paint store.

    Once you get past the rather unusual clothes, you see a hard face. It is clear that to get past her to her companions will take more than a little work. While she is at most 6 inches tall, the glint of shiny armor peaks from beneath her clothes and the tiny shield strapped to her arm shows that she is no stranger to battle.

    Background:

    Tbblbitz sat on a small branch having a rather one sided conversation with a robin regarding the taste of worms. This was not the first time that Tbblbitz had such conversation with a bird, for such things interested her. She liked animals, but not as much as adventurers. They were few and far between in the great woods. Occasionally, she would find a merchant passing through. Merchants were great fun, you could partially slice through their horse’s halters and then watch them break the next day. Likewise, placing sticks in wagon wheels had a marvelous effect and when all the goods on the wagon came crashing out, it was to die for.

    However, Tbblbitz felt she needed more. Perhaps she should see what all these big people did outside of the woods. As she contemplated this, she suddenly noticed an old man in a clearing just on the edge of her sight. Wondering what this man was doing, she took off and flitted through the branches until she had a clear view. What she saw was rather bizarre. The man was standing there and appeared to be having an argument with a large rock. Perhaps it was not so much that he was arguing with a rock, but that he was blaming the rock for poking him in the back while he had napped. The man stood there grumbling and arguing to the silent rock while waving his staff at it.

    Deciding to have some fun, Tbblbitz made herself invisible and then flew down with her rapier drawn to challenge this large person to a sword fight. Tbblbitz had never been the best at sword fighting, but she was certainly better than this foppish man.

    When she got close, she used her powers and suddenly the man shrunk. In fact, he shrunk much more than she expected, but for some reason his large hat did not shrink. Thus, the effect was that the man suddenly disappeared beneath his hat. Then from under the hat, she heard the man continue yelling:
    Who turned off the lights. If I find who turned off the lights, it’ll be the end of you. I’ll teach you a lesson. I know magic, and I am not afraid to use it.

    A moment later there was a fantastic boom as a small pea sized ball of fire shot from hat, burning a hole in it as it did, and then exploding in a ball of fire. Tbblbitz got thrown backwards striking a tree and slumping to the ground unconscious. When she awoke, she was lying in a bed of leaves and she could smell a fire nearby. While she lay there with her eyes closed, she heard a voice.
    Your alive. Nasty burn you go there. You should avoid playing with fire, you can get burned.

    Confused, she opened her eyes and there before here, apparently cooking dinner, was the old man. Now wearing a tall had with a small burned hole in it. Without thinking, she asked him who he was. The man thought for a while: Hmmm, good question. I don’t seem to recall. Arm . . . no. Perry . . . no. Theodore . . . no. The man began to scratch his head thinking.

    Without a real thought, Tbblbitz said a name: Perhaps you are Arcan. That sounds like a big person’s name.

    The man’s eyes lit up. Thats it, you’re brilliant. Thats my name. Arcan the amazing. I’m really famous you know.

    So began a rather strange relationship. Tbblbitz would ask the man questions, and he would answer them, invariably with answers that made no sense, or more frequently had nothing to do with the question. In addition, she would have to hold her sides when the old man would begin ranting and raving about something inconsiderate that someone had done to him. Usually this involved a tree rudely blocking the sun, a stream or river blocking his path, or a rock interfering with his napping spot.

    The two ventured together for a few days until Tbblbitz spotted an adventuring party heading deeper into the woods and lost interest in the old man. She took off after the party and during the evening, when the main warrior was holding a mug aloft and boasting of the orcs he had just defeated, decided that he needed to be put in his place. Thus, she used her powers and a few moments later was attacking the rather bewildered, and much smaller, fighter from behind. She landed a solid blow, turned invisible again and stabbed once more. Unfortunately the swordsman, got his bearings and quickly proved that he was a good warrior even when tiny. The pint sized fighter than raised his sword for what Tbblbitz was sure was going to be the killing blow, when suddenly the whole clearing lit up like it was midday, despite being late evening.

    The sudden lighting of the clearing surprised the fighter, and the rest of their party. They all jumped up, weapons drawn, and saw the strange old man casually walking into the middle of their campsite. Much better. I hate it when the sun gets turned off. Things are so much more pleasant when it is light out.

    With that, the man sat down, took off his hat which he dropped directly on top of Tbblbitz, and, without asking, picked up a piece of meat from the campfire, and began to eat.

    When Tbblbitz awoke, still sore and covered in cuts from the warrior’s cuts, she saw a single pinprick of light. Painfully standing up, she looked at the light, and then realized it was a tiny hole. Looking out, she saw the old man, now not wearing his hat, sitting on a rock and smoking a long pipe. Apparently sensing that she had awakened, he called to her. Good morning. You missed the sunrise. Beautiful. I awoke all your friends so that they could see, boy they were grumpy about that. They took off a few minutes ago. If you hurry, you can catch them and continue your sword fight.

    Tbblbitz touched the side of what seemed like a cage and found it to be soft, like fabric. She tried to get out and was easily able to lift the side. After scurrying under the edge of the prison, she realized that she had been sleeping beneath the old man’s had, and the pinprick of light was from where the fireball the day before had shot through the hat.

    Before she was able to say anything, the man suddenly jumped up and charged a nearby bush with his staff. Give me back my hat. I know you took it. With that, he began to wildly swing at the bush knocking berries and leaves this way and that, but not causing any real harm.

    Seeing this, Tbblbitz began to roll on the ground holding her sides and laughing. When the man heard her, he turned and glared at her. What are you laughing at, this bush stole my hat.

    This made Tbblbitz laugh even harder. After a few moments, she was able to stop enough to respond to the man. Your hat? It is right here, where I think you dropped it last night.

    The man looked quite surprised by this revelation. He hesitantly walked over and poked at the hat a few times, like he expected the hat to suddenly jump up and attack him. After deciding that the hat was no threat, the man picked it up and placed it on his head where it immediately fell forward covering his eyes which lead to another argument, and a strange spell which caused a swarm of wasps to fly forward and attack the bush he had been yelling at earlier. Finally, Tbblbitz flew up and pushed the hat back on the man’s head so that he could see.

    As stated above, this was the beginning of a rather strange relationship. The old man would appear when Tbblbitz got herself into trouble, and would then ask her about beautiful things. About trees, and why they always blocked the sun. About flowers, and why they insisted on making him sneeze. About the sunrise and sunset, and many other of the beautiful things in nature. To say that most of these conversations were nonsensical and frequently seemed to involve the old man casting some spell which undoubtedly would have caused massive injury to someone, were the spell actually aimed at anyone.

    At the same time, Tbblbitz decided that she needed to protect the old man, usually from himself. When he napped, which seemed to be quite frequently, Tbblbitz would watch over him. Ok, she would usually play pranks by tying his shoelaces together or stealing his hat. But, she thought of it as protecting him.

    Eventually, the old man, who seemed to forget his name every time they met, and would decide that his name was something else ending in Amazing, Great, Fabulous, or the like each time, wandered into a small chapel just on the edge of a town outside the forest. By now, Tbblbitz had left the forest with him several times, but she had rarely been to a human town with all its people and buildings. However, in wandering with the old man, Tbblbitz also had changed her ways somewhat and no longer felt the need to challenge every swordsman to a duel.

    Thus, as she entered the chapel, she was introduced to beauty as she had never known before. The entire chapel was covered in art. Pictures, sculptures, murals, floral arrangements. While the old man stood at the doorway, she flitted about looking at everything, noting how the statue was carved from stone and the mural showed the sun just setting as a flock of geese rose from a lake which reflected the sunset.

    After a few moments, the old man spoke.
    Tbblbitz - she was unsure she had ever told him her name - I must travel far from here for a time. But, this woman here. He gestured to a beautiful woman sitting at an easel and painting something. She is a cleric of a friend of mine named Shelyn. I believe that with the interest in protecting me, and in the beauty of nature, you could learn much from her.

    So, the old man left. He would return every so often. Sometimes for a few minutes, sometimes for a few months. When he did, Tbblbitz would join him in wandering, and she made sure that he was protected and safe. But, most of the time she was left to care for the chapel which she decided was hers and something that must be protected. As she did, she learned to care more and more about the beauty of the world. She still got into mischief from time to time, but generally she found that she could enjoy the beauty of the world by protecting it from harm more than she enjoyed the mischief and bloodshed which had been such a part of her earlier life.

    Recently the old man returned and had a serious face. He told her, and the now elderly cleric, for some reason in all the years the old man never seemed to change, that he had recently met some rather unusual creatures and that they needed someone to help them. Someone to protect the group so that they could stop evil creatures from destroying peace and the beauty of the forest. Tbblbitz agreed and after packing her few belongings, set forth, rapier in hand, to find these creatures and to protect them so that the good of the forest could be protected, especially from others of her type who she knows are rarely up to good.