Tupilaq

Tiki Tohoraha's page

40 posts. Alias of Oceanshieldwolf.


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Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

The tiki at Sandman's neck hums a horrid approximation/parody of Bonedeuce's piece, then pokes his tongue out.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Afterwards, Wexley was never sure if it was a trick of the light, or the strange concatenation of individuals he was now saddled with preying on his usually ordered mind - but he was sure the little amulet of a Tulita tikiman around Sandman's neck actually grinned wider, and winked at him!"


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Sandman is sure he sees a single tear well up in the tiki's eyes before the jade cracks, and the arms fall inert to their sides over his palm.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki beams proudly wherever his part in the exploits is divulged and made heroic by Obi, much to Morgan's consternation.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Are any of the vats made of wood?


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.
brvheart wrote:

Blister attacks Morgan/Tiki [dice=short sword]1d20 + 7 + 4; 1d6 + 2.

I presume that is a miss?

Phew. Yes, is miss.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.
brvheart wrote:

Yes, you will take a d6 damage from the fall from not making the DC 15, but what is worse you take an AOO from the half-orc you jumped through his threat zone!

[dice=Blister attack in B6]1d20 + 8 + 4; 1d6 (falling)
Nevermind, he rolled a 1 so you only took 5 from falling but are now prone Tiki.

Tiki is in B5, Blister is in B6.

Just a couple questions:

* So did Blister not drop his weapon with that roll of a natural 1? I can't remember how you handle fumbles - didn't Barrett roll a 1 against Tiki in the Tavern in the first fight?

* Why is Tiki prone? It was Morgan who jumped/landed. After that Morgan Merged into Tiki.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki smiles and bares his fangs, staring at Barrett...


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki nimbly skitters inside, moving along the platform/floor to the south of the biggest cauldron/vat stopping in line with the middle of the cauldron/vat before shimmering and disappearing, replaced by the familiar shape of Morgan.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Nice one Silas!!!!


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki stands lookout while Silas fiddles with the padlock:

Perception: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki quickly runs after Silas, grinning his inscrutable grin up at the man.

Silas:
You get the almost imperceptible feeling the little mannikin .... likes you. Quite apart from the human merged within, that somehow Tiki, like a little dog, is genuinely excited to be sneaking around the docks up to who knows what. With you.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Morgan/Tiki waits patiently, his deep carved features seeming deeper and moodier in the hard light of Silas' sunrod.

One round remaining of Merge.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki pads quietly down the now-cleared passageway.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25

Perception: 1d20 + 3 ⇒ (5) + 3 = 8 (lowlight vision, darkvision 60 ft)

I have also decided to add +2 to Tiki's Perception because the Tiki rules say

"Alertness (Ex): While an animate tikiman is within arm’s reach , the master gains the Alertness feat."

Merge with tikiman says you "perceive through its (the tikiman's) senses..."

As Morgan is merged with Tiki, and thus using his senses, I thought it appropriate. But not to use Morgan's Perception score. Up to you brvheart - if you disagree then take 2 off Tiki's Perception roll. ;) I'm cool either way, just let me know for future reference.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki follows the provided instructions.

I'm guessing that uses 1 round of Merge. Three remaining.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

brvheart - Tiki rolled a 13 actually. I find it somewhat difficult sometimes to read the rolls correctly.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Morgan disappears leaving the grinning manikin Tiki in his place. Tiki descends the stairs to the bottom, peering about.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

4 rounds left of Merge with Tiki.

Tiki has darkvision and lowlight vision.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Ok. Thanks for correction.

IF Sandman can hit them from L4 then let's leave it - they wailed on Tiki and that's fine.

IF NOT, then keep Sandman at L3 and spell works.

Sandman - I think you really need to see the map to work out where you want to be based on what you want to do. There are four "groups" of bad guys, a boat, a barge and lots of options....


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

You never specified what weapons they had. Just not sure Sandy would have moved into range of those guys so Tiki could fire a spell - if Sandy can't get the smugglers he's basically standing there allowing himself to be targeted...

If his Enlarged state allows him to hit them then fine. Let's just roll with this hot mess....

By the way - E is enforcer, and S is smuggler? What are they wearing/wielding each?

Also: Why roll burning hands damage for them if they got in hits first making the Concentration check necessary? ;) [EDIT - oh, then ok!]

Just to be clear: Not trying to be difficult here.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Again - what AoO's? And no, I don't think I can quite manage a 66...unless the dice are open-ended. ;)


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

If they have reach weapons then I don't think Sandman would have moved to L4... L3 would suffice. It is strange you telling me it's a fantastic position, then making AoO's.... ;)


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Also can you be clearer on the attacks (weapon?) and dice (sneak attacks/crit etc?)


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

What AoO's? Aren't they on a barge and there is 5' space between barge and dock?

I'm so confused. They are attacking a necklace? ;)


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

I'm looking at the .xls, but I can't see any of us - not even Beth who has apparently "moved up".
[EDIT - oh, there she is. I just had to scroll the map up...]

Anyhoo - yep, L4 is a fine position. Beth is gonna get creamed if someone doesn't help her...


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

If Sandman is in range (15 ft.) of any bad guys, and if there is no collateral damage/allies in the cone, Morgan will cast burning hands via Tiki.

5d4 ⇒ (3, 4, 4, 2, 1) = 14

Otherwise Tiki hangs on tight!!!


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki/Morgan is hanging on for dear life to Sandman/The Nightmare Mask's neck. So he''ll move with TNM, but act on his own round.

@ Don't forget Obi, Silas, Beth and TNM you are hasted. Double speed, AC bonus, and extra melee attack on full round action for 4 rounds.

@ Sandy/TNM Tiki is on an Amulet of Nat Armor +1 - may not stack with what you have going on, but for what it's worth, while he's on you, there it is...


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki climbs up onto Sandman's transfigured form before attaching himself by clasping around his neck and under the Nightmare Mask.

Casts Haste on Silas, Obi, The Nightmare Mask and Beth. (Double speed, +1 to attack, AC and Reflex saves plus when making a full attack, get one extra attack at highest Attack Bonus)
4 rounds left.
Merge: 3 rounds left.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki feels much better...


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

The little Tiki gesticulates, his hands making wild flourishes. His gravelly voice bellows with Morgan's words.

"That's right Barrett - I can burn this dive to the ground too! Get the 'goons to stand down, we take Garreg and everyone draws another breath. Otherwise you all get crispy."

Ready Action: Burning Hands pointed at any liquor on the back wall...if Barrett chooses violence rather than acquiescence.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Ah, ok. Make it Jequette then!


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Barrett's greataxe shatters jade and whalebone, carving a deep rent in the little Tikiman's head and making a mockery of his impish grin. Tiki staggers, then jumps and cowers momentarily as the nightmarish masked beast bursts in. He recovers quickly, chuckles to himself and drags his finger across his neck as he ducks under a stool.

5' step one square to the SW (in amongst a stool and table leg) if North is the top and West is the entrance.

Standard Action: Through the tikiman Morgan casts haste on Silas, Obi, The Nightmare Mask and himself. Duration 4 rounds.

Merge into Tikiman duration - 3 rounds left.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Just waiting on Sandman's entrance attempt...

@GM I'm assuming if Morgan/Tiki wants to cast a spell he'll have to make a Concentration check as Barrett has him "in combat" as it were.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

No problems. Just curious!


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

If Tiki is Tiny, and thus is smaller even than a gnome, how did Barrett reach him through/over/around the bar, let alone even know he was there? Did he realise Morgan hadn't disappeared but had instead turned into a Tiny tikiman he couldn't see?


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Not sure if trying to be hidden/stealthy is an action here for Tiki/Morgan. But here's a roll anyway:

Stealth 1d20 + 11 ⇒ (11) + 11 = 22

If not, then Tiki just leers at the dragoon nearest him and makes an obscene Tulita gesture.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

Tiki unfurls from Morgan's neck and drops down to the ground. He walks tentatively towards Jequette, eyeing her sideways. His mostly non-existent mind made up, he makes a grand low bow, arms thrust out wide, knuckles scraping the filth-strewn dock, bestowing upon her his best rictus grin.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

(at night) Tiki Tohoraha crawls into whatever passes for Tohoraha's shrine/votive space in the settlement and curls up to sleep.

(in the morning) As Hoeroa speaks, Tiki hops down from his neck and play-acts the ravages of Maht for the elders, gurgling and growling with a bony rattle, raising his little arms aggressively and throwing his head from side to side as if sniffing the air. His pounamu eyes glow balefully, whalebone teeth glint evilly in a foul rictus as he expresses the full savagery of Maht-madness.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

The little tikiman unfurls from around Morgan's neck, his writhing arms lined with shark's teeth. He climbs down Morgan's back and half falls, half leaps onto the barrel Morgan was crouched on minutes before. He opens his mouth obscenely wide, reaches in and pulls out a whalebone handled beltknife. He smiles up at Sandman before staring with mute fascination at the wooden barreltop. After a moment the little creature begins to carve imperfect geometric patterns of waves and fins.


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

The little tikiman's eyes follow Obadiah's finger dutifully, to the amusement of the Tulita.

(. )(. ) ( . )( . ) ( .)( .)


Tikiman AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14.

The small Tikiman on Morgan's necklace appears to be leering at Obadiah disconcertingly.