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 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
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 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
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
”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
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
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
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
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
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
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
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
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
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
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
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
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
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
”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
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