Poisoner

Ten-Foot Tollo's page

193 posts. Alias of James Keegan.


RSS

1 to 50 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo frowns, disappointed.
"Doesn't even know the cool spells..."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo urges Loges forward.
”Alright! Let’s see some fireworks, some of that fan of flames magic right?”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Knowledge-Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15

Tollo immediately pulls his shirt up over his mouth and nose.

"Yellow mold! Don't breathe it in! We can kill it with fire if we have to, but I don't know if it's worth it..."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0
Zuberi Ogbonna wrote:
"That scheme would rely more on your stealth than my sword arm."

"If their security is as bad as the Gormianites, it might not. Just smash and grab, maybe throw a spare dog mask or something on the floor to throw 'em off."

"Regardless, we gotta find another bee first before we can work that out."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Once back inside the pyramid, Tollo whispers to the others conspiratorially.

"So... are we gonna steal a bee for those guys? Maybe we steal a bee from one of the other groups- hopefully without being seen- and then we could, uh, present ourselves to the guys we burgled and offer to steal one for them in exchange for, you know, wealth to bring back to civilization. Or for help in getting outta here."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

I will stick around as long as the game is rolling.

Also- as a heads up, I likely won't be posting until Thursday this week since I have a Book Expo booth the help set up for my job. Sorry if that causes a hold up!


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo shrugs.
"Beats dying of exposure. Let's go- we gotta keep an eye out for another bee to steal, right? Or do we want to let the Gormites hold their grudge?"


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo winds his crossbow, a sour look on his face.

"I meant to get the buzzard, but I guess the cactus will do."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Survival (untrained): 1d20 - 1 ⇒ (16) - 1 = 15

Tollo doesn't know the first thing about seeking out prey, but he does know how to be quiet and shoot his crossbow at anything that looks edible.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Heads up! I am gonna get out of town tomorrow to celebrate my birthday and be best man at my friend's wedding! So my posting will likely slow down until Monday!


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo pulls up his hood to cover his freshly cut head from the sun.

"Whatever they were meant for- they'll fetch a pretty penny once we're outta here. Gotta think about the future, that's what my cousin Yollo always said..."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Yeah, yeah. I'm not gonna mess with his ashes.", Tollo says, putting the urn back in the sarcophagus.

"Let's explore down here while we're in the area.", he says, indicating the north hallway.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo holds a second before opening the jar.
"Any bets as to whether this is full of spring-snakes that'll also jump out? Or maybe the ashes of the beloved rabbits and doves used in his magic tricks?"


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"GAAAH!", Tollo shouts, ducking for cover. After taking a moment to catch his breath, he gives the dwarf jack in the box a frustrated shove.
"Very funny.", he mutters before picking up the little jar to see if it has anything inside.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

No magical traps or anything on the jars or the coffin?

Tollo shrugs and starts to slide the lid off the coffin.

"... ain't leavin' empty-handed...", he mutters.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo halfheartedly searches for magical traps on the jars in the corners.

"Are these supposed to have, like, organs and stuff in 'em? Or is that someplace else? I mean, it's pretty gross either way."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo motions to the coffin.
"Don't you want to take a rubbing? Get good and close while you do it, too."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo thoroughly examines the coffin. Is it dwarf sized?

"We opening funny man's coffin, then?", the irritated halfling says.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo gnashes his teeth.
”WATCH IT, BOOKWORM! I HOPE IT *IS* TRAPPED FOR ONCE!”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

My understanding is that Bolgar is standing on a ramp going down to the next lower level?

Tollo accepts the help up, dusting himself off even though he's already thoroughly dusty and filthy from the crawlspace of slime.
"How come you never trip over him?", he says pointing to Loges.

After Bolgar descends below, Tollo rubs his hands together.
"Well, I know what I have to do. Check the coffin, make sure our loot isn't gonna hurt us."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0
Timbur wrote:

[dice=Perception]1d20+6

Timbur, so intent on looking about, fails to notice Tollo standing in his way, and nearly bowls him over.

Tollo tumbles onto his feet, giving Timbur a death glare.

”Personal space mean anything to you, guy?”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

"Zargon, huh? The evil unicorn guy, right?"


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

His handy ten-foot pole in his hands, Tollo motions for the rest of the party to fall back. Then, from ten feet away, holding the pole at roughly shoulder level, he presses the button with the pole.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo looks at the others, then shrugs and knocks on the door instead of pushing the button.

"Maybe there's some different masked weirdos in here..."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo rubs his hands together.
"Finally something to show for the trouble... once we get back to civilization... which is days or weeks away..."

He sighs.
"Well, good find Bolgar."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

”Is anyone going to be pissed that we killed their stirges? Do we want to just grab what we can and close the doors?”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

With Loges going in to color spray the stirges, Tollo backs himself into the corner next to the doorway and fires at the fourth stirge presumably not caught in the color spray.

Light Crossbow: 1d20 + 2 ⇒ (5) + 2 = 71d6 ⇒ 3


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo runs for the door.
”C’mon! C’mon!”

Once the party is in the hall, he slams shut the doors and dumps the sand from the urn across the floor. He kicks the sand to block the crack under the door.

”Maybe that will, uh, slow it down... more?”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Dungeoneering- green slime knowledge: 1d20 + 5 ⇒ (3) + 5 = 8

Tollo retreats from the crack in the ceiling.
”Green slime! All over the walls and ceiling, in a room sealed off from this one! Probably seeping it’s way after me- almost got me too, but I’m too bloody quick!”

”TOO SLOW, SLIME! YA HEAR ME YA GOOP THING?!”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo shrugs.
”Guess I’m going up there unless you boys have slimmed down while I wasn’t looking. No? Alright.”

He tosses his grappling hook to the opening in the ceiling and climbs up there.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo loads his crossbow and opens the door.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

”Eh. History’s nice and all, but I want to know about recent events.”, Tollo says.

”Unless you want to continue your streak of beginners’ luck, Loges, I say we let the talking roaches enjoy their treasure trove of hair that we didn’t need anyways.”


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Rich boy doesn't want to put his skin in the game, as usual. Fine. Let's go find your dog lady, Tamru.", Tollo says, leaving the bug people to their piles of hair.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Aren't you all about knowledge, Loges? You've still got plenty of hair left, after all."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

With a withering glare, Tollo starts shearing. ”That’s MISTER Giant to you.”
Barbering (Dex?): 1d20 + 2 ⇒ (15) + 2 = 17

Tollo manages to get it surprisingly even all the way around, considering that he’s cutting blind.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Wow, thanks for that Timbur. Way to bring the room down."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Your mother would disagree, Timbur."

"I certainly wouldn't know *anything* about cheating- it's just that my gigantic brain must be finding new ways to enliven this little diversion of yours.", he says, rolling it again.

1d20 ⇒ 4


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo settles on a strategy of ambiguous body language, gyrating and flinging his limbs while he rolls during the ritual so as to have plausible claim for a re-roll should his results be under the etuvian's.

1d20 ⇒ 6
Sleight of hand: 1d20 + 6 ⇒ (9) + 6 = 15

"Oh, dear. Good thing I twirled in the incorrect direction that time..."

Bluff, in case Rules Lawyering my way to victory requires that more than Sleight of Hand: 1d20 + 5 ⇒ (4) + 5 = 9


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

As Tollo doesn't speak Kellish, he indicates his entire head of hair and pantomimes a pair of scissors.

"Tell 'em I'll put it all on the line!"


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Oh, they want your beard Bolgar. Don't worry, you can contribute.", Tollo says, "helpfully".


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo blows on his knuckles after the Kellish speaking companions explain the situation.
"I know my way around the bones, let me in there."

With a flick of the wrist, he sends the bone dice scattering from the gourd.

Sleight of Hand + Diviner's Fortune: 1d20 + 7 ⇒ (4) + 7 = 11

Perception to see if they're cheating too: 1d20 + 5 ⇒ (20) + 5 = 25


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Would sleight of hand work for cheating at this dice game?


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo grimaces in disgust, backing away from the room.

"This place is awful."


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Appraise (untrained): 1d20 + 1 ⇒ (12) + 1 = 13

"Careful, boys: this might be *sacred* garbage.", Tollo adds.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo audibly gnashes his teeth.
"HAS NO ONE IN THIS F$+#ING VALLEY HEARD OF WRITING A *SIGN*?!!!", he says quietly.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo reloads and fires at the last bee standing.
"Tall guys! You're all in my way!"

Crossbow shot: 1d20 + 2 ⇒ (8) + 2 = 101d6 ⇒ 1


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo dashes into the room and under Tamru's legs, firing his crossbow at the bee attacking Bolgar and Horek through the cage.
It's either through the cage or into melee, so I'll take the one with the least chance of friendly fire.

Light Crossbow attack vs. blue bee: 1d20 + 2 ⇒ (5) + 2 = 71d6 ⇒ 1


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

My roll20 ID is under my real name and Paizo board name- James Keegan. I'll move the token when I get a few spare minutes at work.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

"Probably the wasps or bees that killed this guy. Watch out for poison.", Tollo says, poking the fallen goblinoid with his foot.


Init +4; Perception +5; AC 16; HP 7/8 ; Fort 0 Ref +5 Will 0

Tollo deposits the bronze pectoral into his pack and snatches up his crossbow.

"Door positions?"

Full Name

Deranthil Waverunner

Race

Aquatic Elf

Classes/Levels

Unchained Rogue (Eldtitch Scoundrel) 4: HP 35/35; AC 16/20; T14; FF16; F3 R 8 W 2, +2 vs enchantments; Ini +4; Perc+ 10

Gender

Male

Size

Medium

Age

80

Special Abilities

Magic and Smart

Alignment

CG

Location

Azlant

Languages

Aboleth, Aquan, Azlanti, Common, Elven, Sylvan

Strength 8
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 12
Charisma 8

About Deranthil

Background:

Hailing from a small fishing community Deranthil was never content to stay at home and live a normal life. At a young age he had signed onto a merchant vessel as part of their crew. He found his aquatic heritage both useful and in demand and worked his way on various ships all the way to the center of the world.

In Absalom he thrived. He loved the bustle of the city and all that it offered. When his meager savings ran low he learned to talk fast and live off the streets. He did not like to fight but learned how to do so when he could not outrun or out think his opponents. It was this desire to best his opponents with brains over brawn that led him to eventually apply for entry into the Arcane Academy of Absalom. He was thrilled to learn that he had enough natural talent to be accepted but had to increase his less savory activities to cover the school’s tuition.

As he learned magic it became easier to con and steal from the criminals of the city, and a few pompous nobles in greater abundance. It was only natural to tune what he learned in magic to benefit him in his other endeavors and soon he had his own style.

After graduating from the Academy Deranthil felt the city had given all it had to give. And a few of his other activities had certain persons looking for him. Between these two stimuli the call of the road grew louder and Deranthil looked for some new adventure. He had seen fliers for the call for adventurers to go off to some place called Talmandor’s Bounty. And it look little time to arrange to be part of a crew headed to Almas in Andoran where the adventurers were assembling to go and explore the lost worlds of Azlant. He would be part of it.

Personalty:

Deranthil is an explorer at heart. He loves to travel and is not content except when he is out on the road or the sea. Rather bookish in his down time, he is somewhat a loaner and can be seen as independent or even stand offish. But he is loyal to his friends and fulfills his commitments. He is trained in fishing but has been known to intentionally forget to bait his hook in order to get some thinking done. He has given up on any love interests at this point in his life but would be open to the right opportunity. While a convincing liar he does not like to embellish the truth without good reason.

Appearance:

Deranthil stands a good 6 feet tall. He is long and lean and moves with a grace that is unusual for someone so tall. His hair is sea foam green and his eyes are ocean blue. He wears an explorer's outfit, no armor, and is lightly armed with short sword and crossbow. His gaze is informed and penetrating and seems to miss little. It requires more than casual observation to note that there are gills under the high collar of his shirt.

Male aquatic elf unchained rogue (eldritch scoundrel) 4
LN Medium humanoid (aquatic, elf)
Init +4; Senses low-light vision; Perception +10

—————
Defense
—————
AC 20, touch 14, flat-footed 16 (+4 armor, +4 Dex, +2 shield) hp 35 (4d8+9)
Fort +3, Ref +8, Will +2; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep

—————
Offense
—————
Speed 30 ft., swim 30 ft.
Melee cold iron short sword +8 (1d6+4/19-20) or
sap +8 (1d6 nonlethal)
Ranged underwater light crossbow +7 (1d8/19-20)

Special Attacks sneak attack (unchained) +2d6

unchained rogue (Eldritch Scoundrel) Spells Prepared (CL 4th; concentration +7)
2nd—invisibility, scorching ray
1st—mage armor, magic missile, shield, snowballUW
0 (at will)—acid splash, dancing lights, detect magic, open/close (DC 13)

—————
Statistics
—————
Str 8, Dex 18, Con 14, Int 16, Wis 12, Cha 8

Base Atk +3; CMB +2; CMD 16

Feats Additional Traits, Weapon Finesse, Weapon Focus (short sword)

Traits bruising intellect, cunning liar (any city), omen, pragmatic activator

Rogue Talent: Trapfinder

Skills
Acrobatics +11
Appraise +7
Bluff +8
Climb -3
Craft (alchemy) +3
Diplomacy -1
Disable Device +12
Disguise -1
Escape Artist +8
Fly +4
Heal +1
Intimidate +8
Knowledge (arcana) +9
Knowledge (dungeoneering) +7
Knowledge (Engineering) +4
Knowledge (History) +4
Knowledge (Local) +7
Perception +10
Profession (sailor) +6
Ride +4
Sense Motive +5
Slight of Hand +8
Spellcraft +10 (+12 to identify items)
Stealth +11
Survival -1
Swim +11
Use Magic Device +8

Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages: Aquan, Azlanti, Common, Elven, Sylvan

SQ alarm sense, amphibious, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elven magic, rogue talent (trap spotter), rogue talents, spells, trapfinding +2, water breathing

Gear:
Weapons:
cold iron short sword
sap
Light Crossbow and 20 cold iron bolts
Wand of Color Spray (12)

Armor:
+1 darkwood buckler
Buckler

Other:
bedroll
chalk (10)
spellbook
ink and inkpen
thieves' tools
spell component pouch
trail rations (5)
waterskin
Fishing Kit

Coin: 201 gp, 1 sp, 4 cp

—————
Special Abilities
—————
Alarm Sense (Su) Gain trap spotter effect if in 10 ft of magical trap.
Amphibious (Ex) You can survive indefinitely on land.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spells Can cast wizard spells with the number of slots of a magus.
Swim (30 feet) You have a Swim speed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Water Breathing You can breathe water as well as air.