Poisoner

Tippy Fullbottle's page

384 posts. Alias of Nazard.


RSS

1 to 50 of 384 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Worldwound GM wrote:

This is the 24 23 hour warning.

Around this time tomorrow I will have read through your submissions and made my choice.

To where do we send our offerings and bribes?


2 people marked this as a favorite.

I’ve allowed the Elephant in the Room feat system for some of my games and I highly recommend it. It frees up so many more feat slots for fun and interesting choices and really makes combat maneuvers a viable build strategy.

Of course, what’s good for the goose means that the baddies also get it, which does add work on your end to adjust the printed NPC stats. A quick shorthand I’ve used, rather than going through and choosing new feats for NPC baddies is to default giving them Toughness if they have any feats that would have been negated by EitR, or a flat +1 to saves. Something simple and easy to apply to the mooks, though my big bads get a more unique treatment.

Just my 2cp. EitR wouldn’t really benefit my submitted character, unfortunately; at least, not in the beginning.


I believe that Tippy has been updated, and his backstory expanded and rebuilt for this setting. Originally, he was a guy on his way to join the crusade against his will and jumped ship. This time, he didn't get the chance but is now on board with helping out.


I would like to submit Tippy Fullbottle, halfling knifemaster unchained rogue and mythic trickster. Will update to creation requirements ASAP


$$: 4d6 ⇒ (1, 1, 5, 6) = 13 x 10 = 130 GP

Profile updated and backstory rewritten.


I need to modify this alias. I'm guessing I last made this character using a roll system, cause it's a 37 point buy at the moment.

Name: Tippy Fullbottle
Race: Halfling
Class: Unchained Rogue (Scout/Knife Master)
Campaign Trait: Former Slave (or maybe escaped, if possible)
Campaign Motivation: He was a pick pocket who got caught and punished with indentured servitude. His time is up (or maybe he escaped) and delving a dungeon is the fastest (though riskiest) way to build up enough capital to either get away or pay off his debt to society. Tippy is a good guy, honest, just a little larcenous. Much better robbing dead folks though: they usually don't bring you up on charges if they catch you.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy doesn’t have anything to add to that report, either.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Sorry, Easter weekend with two birthdays.

Tippy opens his mouth to speak but shuts it when the others articulate his own thoughts better and more politely than he would have managed.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Is it really likely that the ladies aren’t a part of all this?”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Nice workmanship, but too big for my hands. A weapon smith might make the trade though.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Aargh! You have the healing touch of a Calistrian!!” he spits immediately after the bolt is removed.

As she wipes down the wound and binds it, however, his breathing rate slows. ”I’m sorry. That was unkind and not true. You did great. Thanks.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy works himself into a sitting position against one of the buildings. He patiently allows Sarela to fuss over his new crossbow bolt.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

"Ow."


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”I’m okay,” Tippy mutters to the others, loudly enough for them to hear, but hopefully quietly enough that their foe does not.

”Just taking a nap.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy reels from the bolt, but isn’t going down without a fight. He takes a 5-foot step forward Readies an action to hurl a dagger at Ahendile should she cast a spell, trying to disrupt it. Then he takes a free action to drop prone, clutching his wound.

Dagger throw: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Dagger throw confirm: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (4) = 6

Bluff to play dead: 1d20 + 5 ⇒ (6) + 5 = 11


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy waves back the others as he steps out to within thirty feet of the nearest crossbowman.

”I’m going to need more than merciful treatment if I’m to bow down to you. Maybe, 300 gold pieces, or some fancy jewels. That should be enough. Got any of those?”

Sleight of hand to draw daggers: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”As much as I’d love to bury my daggers in them, our first responsibility is to get our friends here to safety. We can send a squad of soldiers back here to deal with them with overwhelming force.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Then he should be able to open the rest by taking 10 (result of 18).

”No, we’re soldiers from Kerendas, dispatched to find you and rescue you. I’ll have you out in a jiff.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Psst!” Tippy says, coming up on the cell doors. ”Are you folks the diplomatic envoy from Highhelm?”

Tippy takes 20 to check the door locks for traps. Assuming there are none, and no convenient key ring hanging on a hook, he sets to picking the locks.

Perception=24
Disable Device: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Disable Device: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11
Disable Device: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Disable Device: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19

If the doors are still locked, he says, ”This is going to take awhile. Guard the entrance.” and he takes 20 for results of 28.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy growls at the creature for ignoring him before choosing to make the devil pay for its stupidity. He clicks a second dagger from his wrist sheathe and lays into the creature.

Attack: 1d20 + 6 + 2 - 2 ⇒ (15) + 6 + 2 - 2 = 21
Damage: 1d3 + 1 + 1d8 ⇒ (1) + 1 + (2) = 4

Attack: 1d20 + 6 + 2 - 2 ⇒ (4) + 6 + 2 - 2 = 10

Of course, maybe the devil is right in ignoring him.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

In case Sarela’s Inspire is active when Tippy attacks...
Damage: 1d3 + 1 + 1d8 ⇒ (3) + 1 + (1) = 5


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Acrobatics: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26

Tippy has an easier time of it now and literally bounces off the wall to land directly behind the lemure. He’ll either attack now or wait for Jer to 5 foot step sideways to give him a flank.

Attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Never mind.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy, feeling reinvigorated, attempts again to get behind the lemures.

Acrobatics: 1d20 + 9 + 2 - 1 ⇒ (1) + 9 + 2 - 1 = 11

Again he fails to get over the lemure and again triggers an AoO from the one he’s trying to jump over.

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy leaps into the air, twirling in an effort to avoid attacks.

Acrobatics: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15

Unfortunately, that will provoke an AoO from blue dot, and he fails to get through.

He stabs anyway.

Attack: 1d20 + 6 ⇒ (2) + 6 = 8


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Still here.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy takes a 5-foot step forward and flings both daggers at the reddish blob of flesh.

Dagger Throw: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage: 1d3 + 1 + 1d8 ⇒ (3) + 1 + (8) = 12

Dagger Throw: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5

He then clicks one of his wrist sheathes, causing a cold iron dagger to drop out into his hand.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy motions for the girls to hang back a bit as he and Jer move forwards quietly and carefully.

Stealth: 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13
Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Tippy draws two daggers from his boots, then promptly drops one on the ground, making a clinking sound. He blushes and picks up the fumbled blade.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

If Tippy doesn’t find any traps or hear anything threatening on the other side fof the the door, he will open it if he can.

Disable Device, trap: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
Open lock, take 20 for 28.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy moves to listen at the east door and carefully look for traps.

Perception take 20 for a 24.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy peers down into the strange cellar. If he sees nobody, he jumps down (assuming it isn’t more than ten feet down. If it is more, he climbs down to within 10 feet, then jumps he rest of the way).

Acrobatics: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Time for that later. Roscoe may be mute but he isn’t deaf. Look under the door!”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8

”Look out!” he calls, shoving Jericho aside just before taking the brunt of damage on himself.

Blood runs down his face from several scalp lacerations.

I have literally not rolled above a five on a d20 for the last four days of posting. I must be due for so much luck I could finally win D&D for ever!


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Lets just see whether this is a cellar or a tunnel complex before we call the girls,” Tippy says. He draws a dagger with one hand and pulls on the door’s hands with the other.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy will examine the door for traps, though he can’t find magical ones (no trap finding).

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

And the good rolls keep rolling.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Will: 1d20 + 4 ⇒ (2) + 4 = 6

Despite being and more and more sure that his guess was right, Tippy just can’t make himself not see the horse.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Sneaky sneak: 1d20 + 13 - 1 + 2 ⇒ (3) + 13 - 1 + 2 = 17

Chance encounter reroll, if that other roll would have failed: 1d20 + 13 - 1 + 2 ⇒ (11) + 13 - 1 + 2 = 25

Tippy waits for Roscoe’s attention to be focused on the girls, then he dashes from shadow to shadow until he’s at the back of the stables.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy shakes his head. ”Despite all the appearances, these folks could be what they say they are, and then we’ve assaulted a citizen, who has already lost so much, while wearing the uniforms of our own military. Perhaps the simplest distraction is the best. Windi and Sarela come out in the open with a story about needing a breath of fresh night air. Make no movement towards going inside the stables, just start a conversation and lead him away a bit. Jer and I will go around back and sneak inside.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy explains his theory that the horse is fake.

”When I was there before, I tried to play it a soothing tune on my flute. I know I’m not a virtuoso by any means, but the horse never reacted one bit to my playing.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”Why would the horse still be making the same sound?”Tippy whispers. ”Maybe this is crazy, but what if the horse is an illusion of some kind? Who in their right mind would approach a wild stallion freaking in a stall? Nobody would even investigate. We need to find a back entrance to the stable. We need a distraction, and I think I have an idea.”

Tippy quietly makes his way back to the girls.

”Can we use you two as a distraction? Pretend you have some sort of Saranrae moon ritual or something?”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”If something wrong is going on here, he isn’t innocent,” Tippy says.

Stealth: 1d20 + 13 - 1 + 2 ⇒ (14) + 13 - 1 + 2 = 28
Take 10 on Climb for a 9.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy and Jericho will wait until the sisters have retired for the evening, each taking turns to grab short power naps. Once they hear them head to their own rooms, the two guys sneak over to the girls’ room to join them. Tippy suggests that they head out a window rather than risk being heard moving through the common room. Which of their windows would be a better choice, preferably whichever one is further from the innkeepers’ rooms.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

The stables need to be explored secretly. Somethings going on. It must get be a red herring, but still needs to be checked out.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

When the sisters are out of earshot, Tippy leans forward and whispers, ”There’s a restless horse out in the stables. Either they are hiding something out there, or are really worried we’d get hurt by the wild horse. Roscoe was about to try to brain me with his mace if I hadn’t left when I did, so I’m guessing the former.”


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”No, the music isn’t helping, is it? Everybody is a critic, I suppose. Right?” Tippy chuckles as he heads for the door and back to the inn.

Once back, he takes out his gemshorn and offers to play some tunes for Anna and her sisters after supper.

Perform: 1d20 + 5 ⇒ (11) + 5 = 16


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy looks in his saddlebags, then makes a big show of looking stupid as he realized his gemshorn flute was in his inside pocket the whole time.

”Maybe a gentle tune will calm her,” Tippy says to Roscoe. He begins to play a lullaby on the gentle flute, walking slowly towards the skittish mare. As he does, he glances in the other stalls, checking out any other animals that may be lodged there.

Perform: 1d20 + 5 ⇒ (10) + 5 = 15


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy bows to Anna as he passes, and moves quickly towards the stables. Once there, he has a good look around, ignoring Roscoe if he tries to point out the saddlebags.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Sense Motive: 1d20 + 4 ⇒ (10) + 4 = 14


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Tippy replies, ”I prefer to get it myself. It’s very fragile. The four will keep, I’ll onky be a moment.”

Sleight of Hand: 1d20 + 9 + 2 - 1 ⇒ (14) + 9 + 2 - 1 = 24 to draw daggers unnoticed as he slowly walks towards the door and Anna.


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Question: half-elves are treated like humans to qualify for feats, etc., but does Jericho count as human for Tippy’s human shadow racial ability?


AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9

”And just what is so distinctive about dwarf tracks?” Tippy asks with a chuckle. ”Do they drag their beards or something?”

Tippy stands up. ”Shoot!” he exclaims a bit louder than necessary. ”I left my flute in my saddlebags, and I really felt like a song tonight. Jer, would you come help me track it down? Probably hanging on some high hook in the tack room.”

Bluff: 1d20 + 5 ⇒ (13) + 5 = 18

Tippy heads outside, moving through the shadows towards the stables. He draws a dagger but keeps it carefully palmed.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Stealth: 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27

1 to 50 of 384 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>