Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
"Tribute to chief? But we don't have chief yet...unless you're saying that every gobbo here like a chief, and we all are inherently equal and should distribute this property equally among all us gobbos?"
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn carefully makes her way up to Scrabble. "Psst. Take this. If stuff goes down, eat it, it'll make you invisible. And then put this on your weapon-should make a friend for you if you hit someone." She hands him her Ghost Sheet mushroom and the Guardian of the Mountain. That should be enough invis time to get at least one sneak attack off. The guardian of the mountain works like an oil-you put it on the weapon before you use it. I was going to use it myself, but then I reread it and the rules say that the Earth Elemental gets summoned directly opposite of the opponent-AKA, you get flanking for free, so more sneak attack opportunities.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Mogawg wrote:
It's like that, but instead of an airport you've been in a giant stereotypical tabletop/card game store and instead of a moldy sack of potatoes it's literally the Black Death.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn sleepily rolls out of bed as Chompy exits the room. From her new position on the floor she sees a few fungi growing under the bed. She picks them and stows them in her pocket for easy access, while putting the Nullstone Creeper from yesterday into a preservation jar. She then goes outside to see what Mogawg and Chompy were yelling about. Fungus Roll: 1d20 ⇒ 4 Today's fungi!
This is so much better than yesterday's roll! Holy crap.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn finds wherever's unclaimed, not wanting to rock the boat at all. She's still getting used to this whole exile thing, and curls into a tiny ball before fitfully going to sleep.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn eyes the amulet, then shrugs and puts it on. She likes how it sparkles. She snags the food that Dys left behind, too. She eats fungi regularly, she doesn't have that refined of a palate. This is an amazing idea-put on a weird amulet without making sure it isn't cursed. Not to give you any ideas, DM...
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn peeks through the door and waves timidly at the longshanks slaves. Then she remembers that she's supposed to be scary and growls meanly at them. Intimidate: 1d20 - 1 ⇒ (5) - 1 = 4 At least, that's the theory. "You guys think they speak Gobbo? We totally gonna kill them later, right?" she says in a friendly tone, so that the longshanks don't suspect anything.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
"Ack!" Trinn was unprepared for her friends to attack so soon. She hustles into the other set of bushes, drawing her sickle as she does so. Move action into the other bush, drawing as part of the action.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn grabs the remaining berries and the map and runs after the rest of the goblins. Survival: 1d20 + 7 ⇒ (4) + 7 = 11 She shrugs. Dys probably has the right idea of where he's going.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn shakes her head in amazement as Chompy reads, marvelling at the dragon's ability to look at longshank words without having his own words sucked out of his head. She pauses to ponder the scroll. "Maybe...but it says stuff about bandits? And uhh..."she kicks one of the corpses absently. think we might fall into that category. Guess we pretend the scroll be ours?
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn unfolds the fancy scroll, stopping when she sees longshank writing. "Gaah! Words! Nearly ate my brain...eew." She chucks the scroll at Chompy. "Dragon, get rid of rolly paper thing." She also snags the sickle, clipping it on the opposite side of her knife.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn gingerly picks her way over the corpses over to rageshanks, and tries her luck with poking the mighty foe. Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Hoo boy. How're we doing critical failures in this campaign?
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn moves up to the dwarfshanks and tentatively pokes at him with her (now flaming) dagger. Attack: 1d20 + 3 ⇒ (5) + 3 = 8
She just kinda taps his armor with the not-sharp side of the blade. She doesn't have much practice actually stabbing things, she mostly uses the knife to dig up roots and stuff.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn runs out of the cave, crushing up her Caterpillar Mushroom as she does so. She holds it up and blows the powder into the face of the dwarfshanks. Immediately, a tiny mushroom pops out of the dwarf's head. For the next 2 rounds, the dwarf needs to make a DC 14 Fort save or act confused for the round.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Looking sadly at the meager stash of mushrooms in her belt pouch, Trinn nods to Croaker. She slowly and carefully draws her dagger, wishing she had more than just a little knife, especially against that kitty.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Trinn bats at the space where Chompy had been moments before, hoping that he'd leave her alone. When it becomes clear that everyone else is waking up, she groans and sits up. Noticing a patch of mushrooms right by her head, she scoops them up into her bag before noticing the noise nearby. She hisses to Chompy. "Dragon-what's goin on? Anyone see anything?" Fungus Roll: 1d20 ⇒ 8
First fungus roll of the game! Hope it's ok I did it now, there isn't a time limit on how long it takes to gather mushrooms, so I think I can do it now. I got an 8, which means that today I am rolling with: Flame's Herald: Chew this, and the next elemental damage the chewer does becomes fire damage
All in all...kind of a meh roll. The caterpillar shroom will definitely be helpful.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Huh, I didn't realize they hadn't added stats for a medium capybara yet, my bad guys. Really excited to get started! Edit: After some google-fu, I found the 3.5 homebrew stats for a dire capybara. Maybe something to work towards?
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
With the publishing of Ultimate Wilderness, small Cavaliers and Paladins now can have capybara mounts by default. Personally I haven't been able to picture any other kind of goblin mount since that book came out.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
Chompy, you can be my assistant! Mostly just protecting me from beasties in the woods while I go foraging. Crunch-wise, I'd say that Overprotective is slightly better, mostly because if anything happens to me and you have to switch to Doubt, that can be reeeaaaallllly debilitating. Seriously, I'm not much of a powergamer at all, but Doubt just sucks. Pretty sure it also applies to taking 20. Also, we're not doing background skills, right? Just checking.
Goblin Herbalist (Mycologist) 1 | HP 10/10 | AC 17 Touch 13 FF 15 | Fort +4 Ref +2 Will +5 | CMD 10 | Perc +7 | Init +2
I believe I've got everything set, I have 3gp left over. I might buy a few little things, but if anyone needs it feel free to take it. Not exactly set on my feat choice (Cunning) just yet. I'm not quite sure what this class needs for feats, but hot damn it's starved for skill points. Here's the link to my character sheet, it's also in my profile page. Let me know if I missed anything. Extra equipment: 4d100 ⇒ (22, 27, 5, 23) = 77 EDIT: Just to also clarify for Mogawg, I took the Mycologist archetype, which gives extra herbs in the form of mushrooms and fungi for extra randomness. It looks like a really interesting class, very much a jack-of-all-trades with a strong random bias, especially towards the first few levels. Later on, I can grow my own herbs and fungi, so I can settle into a role. But for now, it's gonna be up to the dice for a while. |