Vorka

Trinn's page

48 posts. Alias of alexgndl.


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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 looks around at the others. "So...we gonna do this?"


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

"Deal. I call the pillow." Trinn spits in her hand and offers it to Dys to shake.


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

"Hmm?" Trinn realizes she was talking outloud and blushes. "Nothing. Just...do we need a chief? Not sure I think so."


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

How far apart is everyone? If we're behind the walls, do we still have to make stealth checks?


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:
Your Benevolent Dictator wrote:
the dreaded con crud.
I haven't heard of this before, but it sounds like that feeling you get when you've been in airports/airplanes all day and you feel like a moldy sack of potatoes.

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 looks around. "Where's Scrabble? He still sleepin? Was gonna give him this shroom, you eat it and people can't see you anymore. Oh well."


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 shrugs. "Guess I am kinda hungry...but then why didn't we just eat the longshanks from yesterday?"


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

Good call! I'll keep the Nullstone Creeper for now, single-spell immunity (ish) is decent.


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!
-Demon's Tongue: Blow it at someone, deals 1d6 damage and is shaken each round for 2 rounds. Fort save to negate both.
-Ghost Sheet: Can either apply to a weapon to give the ghost touch property for 1 minute/level, or can be chewed for invisibility, as the spell.
-Honor's Draught: Blow this into the face of a willing person to have yours and theirs attributes set to 10 for 1 minute/level. Used for "fair" dueling.
-Guardian of the Mountain: Apply to a weapon, the next time you strike someone with it (up to an hour afterwards) it summons a small earth elemental.

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

What's a watch? Sounds like a dumb longshank idea. Trinn gets up a bit early, mostly to gather her daily mushrooms. Hopefully tomorrow's haul will be a bit better than today's.


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 takes a sniff. "Eew. Maybe we should have them burn down horsey barn first, smells like them everywhere. Think it's already in my clothes..."


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

"Not gonna lie...can't believe that worked. Good job, dragon. Gonna promote you to head assistant mushroom tester!"


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 sees Croaker going to the hut and hustles over to the side of the door. She doesn't know what he's going to do, but she wants to help.

Double move to the hut


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

Look at my horse, my horse is amazing...


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 across the road, blowing a raspberry at the bossshanks as she does so. "Wait for me, guys..."


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

Gaah, stupid mobile, I gotta start paying more attention to which tab I have open. Sorry about that!


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 nods in agreement with Mogawg. The sight of so many horses has scared her speechless.


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 nearly smacks into Chompy as he stops, but catches herself in time. She tries to hide in some bushes.

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 7 ⇒ (14) + 7 = 21


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 leans over to Chompy. "Those trees look familiar. Think we're getting closer to old home...think chief still mad?"


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?
Don't wanna get excuted."


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

Good to know. Also, if we get wrecked by a half dead barbarian after we killed the rest of her party I will laugh so hard...


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
Damage: 1d3 + 1d4 - 1 ⇒ (2) + (4) - 1 = 5

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

Ahh, gotta love Roll With It. Best feat.


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 pumps her fist and quietly murmurs "Yesssss" to herself. Clearly her mind-controlling mushroom was what did the dwarfshanks in, and not the raging inferno.


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
Damage: 1d3 + 1d4 - 1 ⇒ (3) + (1) - 1 = 3

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

God, I love goblin campaigns. This stuff just doesn't happen in normal campaigns...


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's jaw drops as Scrabble sails through the air above her. "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

Best part is, I didn't even make up the mushroom popping out of his head-that's in the description of the fungus!


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

I'm definitely going to have to beef up my stealth score then, I'm falling way behind already!


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 love that for our first stealth check, all the goblins basically turn invisible.


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
Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

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
Oyster Mushroom: Can be a substitute for other plants in recipes
Caterpillar Mushroom: I can blow this into someone's face and unless they make a DC 14 Fort save, they become confused.
Nullstone Creeper: Chew this, and the next time you're subject to a spell you can get a saving throw to negate, even if the spell doesn't allow saves.

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

Yep, I'm taking thick skin as well. More armor is always fantastic.


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.


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

How are we doing HP for this?


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

Alright, thanks for the campaign invite! Really excited to be here. I'll be building my character tomorrow, but I just wanted to dot in here before I went to bed.