Ratfolk

Zehanet Ash's page

43 posts. Alias of Walter Lindie.


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My gm is allowing item crafting and I was super happy and then read dynamic magic item crafting. Like it says above this is hard it is all skill checks. With the special caveat of no taking ten even if you have a class ability that allows it. 24 different skills with dc's going from a hard 20-30 to 15-20 + the items caster level.

Examples from different Tasks.

Improve the Methodology Knowledge (arcana) DC 20 + item's caster level
Smuggle It Yourself Sleight of Hand DC 30
Improve the Item Spellcraft DC 20 + item's caster level
Improvise Use Magic Device DC 15 + item's caster level
Search for More Survival DC 25

I reach out in my time of confusion to you fellow players. I need help boosting skill checks and finding skill reroll items/drugs/feats like the fortunate charm, Clear Ear, and Deific Obedience to irori.


So as a start Oc love your comic. As for my choice if I don't have a concept I don't care either way if I do I prefer point buy to have more control over my stats.
Everyone else its weird to quantify which method is more fun that is like telling people who liked 4e that they are wrong, either way your preference is a completely subjective decision.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I will be withdrawing so bot me for this combat sorry about the timing.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Ok not a mushroom but it looks interesting.

Banziiiiii

Zee screams as he runs and leaps for the flower.

had a better post but it was eaten.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee will fire another arrow slamming the beast dead in his throat.

attack: 1d20 + 6 ⇒ (20) + 6 = 26
confirm: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 ⇒ 5
Crit?: 2d6 ⇒ (5, 5) = 10

Seeing the beast so close Zee will pull back from the edge dropping his bow and drawing his scimitar walking toward the bow hoping for something to help him fight.
Bey hit that so I can grab the mushroom.

If something cool comes out let me grab it so I can get the free enlarge that comes with the fire flower power-up.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Bey hit the block again for the fire/ice flower or maybe the raccoon suit.

I do not like that thing at all. Fall down or slow down!

from 25 ft away I fire a snowball dc 13 fort

t. attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 ⇒ 5


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

init: 1d20 + 5 ⇒ (8) + 5 = 13

Zee draws his bow and fires at the beast trying to draw its attention away form Vai and confuse the beast.

Oi plant thing get up here so I can kill you.

attack: 1d20 + 6 ⇒ (3) + 6 = 9
1d6 ⇒ 1


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

per: 1d20 + 6 ⇒ (16) + 6 = 22

Hearing Vai's shout Zee will hurry as fast as possible to the edge of the hill.

I.e. Run if 40 ft or more away from the edge. Double move if 40 or less.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

So do we have line of sight on the beast from up there if we head to the edge.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Note to self laws of physics do not apply in magical painting dimention. You all ok and dear god how is that thing just floating there. Is it alive will it attack us why does it have a question mark on it.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I bet the person who made this was named Mario


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

per: 1d20 + 6 ⇒ (1) + 6 = 7
chance: 1d2 ⇒ 2

Zee tries to take a look around but finds a sudden gust of wind severely limiting his vision.

I think we should take the rubble to the top of the hill and go down the drain pipe Vai saw if we need a quick escape from the top.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Bad news good news Beylinda. The monster goes first but since you were grappled from 10 feet away you still have a standard to break the grapple. I suggest delaying until before the owl bears turn so you can take advantage of the minuses to his cmd caused by touch of fatigue. @GM sorry about that I thought I had spell strike already ignore the 4 damage.

Seeing the owl bears reach and strength Zee tries to remember its abilities and weaknesses.

Arcana: 1d20 + 6 ⇒ (14) + 6 = 20

He then hammers the beast with his scimitar

atack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 ⇒ 2

If anyone is grappled take two off the first attack and add this. If not ignore it since I don't want to be grappled by the owl bear.

snowball
atack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 ⇒ 5

Dc 13 fort save or be staggered 1 round


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Since me and vai had point I assume I can 5 foot step and attack. If not add 2 to the first attack and disregard the second.

Holding his blade forward Zee darts in to strike scoring with his scimitar and channeling horrible exhaustion through his blade.

Sword
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 ⇒ 3

Spell Touch of fatigue
attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 ⇒ 4


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee will take point with his weapon out and total defense. Ac=23


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee see's Vai's look at his glorious Fez and accepts the look as his due.

Well this seems like a pleasent stroll through the quasi-real woods. I don't think anything can go wrong right now.

Zee stars to whistle with an inhuman range.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I thought I had rolled sorry. And nothing.

perception: 1d20 + 6 ⇒ (8) + 6 = 14

Well we should get going.

Zee pulls his glorious fez out of his bag and puts it on.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Golden Jewel Encrusted FEZ!!!!


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee looks around detecting magic trying to make sense of this world.

K arcana: 1d20 + 6 ⇒ (9) + 6 = 15
K planes: 1d20 + 6 ⇒ (4) + 6 = 10
spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 6 ⇒ (3) + 6 = 9


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

huh I wrote I was taking ten then rolled anyway. Meh

Come on then we need to get in there and watch out for them.

I jump into the painting.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

The air could be poison, and he's through already

Sigh Why do I even bother

Vai keep an eye on the painting and call us if that fool gets in trouble.

Zee starts detecting magic around the room taking 10 for 16 and not looking at the painting with detect magic Then starts reading any books in Common, Undercommon and Draconic looking for interesting titles.

per: 1d20 + 6 ⇒ (1) + 6 = 7

Merry Christmas


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

perception: 1d20 + 6 ⇒ (11) + 6 = 17

Taking a quick look for traps Zee follows Tumblefoot into the building after ordering the party into the second line up.

Just because we are here doesn't mean we're safe stay ready.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Sorry thought you were human.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I won a ps4 I won a ps4.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

You heard her double time people we don't want to be surrounded by tentacle monsters. Beylinda put some light here in front.

Zee draws his blade and reverses it walking forward with it under the water using it as a ships bow searching out anything under the water in front of him.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Coughing slightly Zee draws the attention of the group to himself.

If wide enough My self and Vai will take point followed by Farrin and Malri..Malbrighka, miss if you may suggest a diminutive that would be lovely, then Tumblefoot with Beylindia and Marrant taking the rear. If If there is only space for one I believe that I should go first followed by Marrant, Farrin, Malbrighka, Beylindia,Tumblefoot with Via taking up the rear and watching our backs. This will keep the back and front of the groups protected while allowing the ranged fighters the chance to fire over my head rather than around Vai's if we are attacked.

Tumblefoots position repeated in undercommon.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Undercommon
So, we will be going with you to the place you rule then.
common
Let's go we are wasting day-, huh well we're wasting time. We will hopefully find a place to hole up there as well.

Was my spellcraft not high enough to figure out his stuff.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Translate everything he ever said in under common to the group. How many eyes do I see.

Well he seems legit lets follow him, letting his group of allies that we don't want to see surround us, and go to a second location were he would have all the advantages and he obliquely mentioned the possibility of treasure in. So you know its a good idea to follow him. Oh he has a magic weapon on him so Marrent if you could make this real, real easy the spell you are looking for is detect evil.

Rats are just a little paranoid.

spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

His comrades are some kind of fey who live in pictures. There is a musem or library he wants to lead us to.

Detect magic on the new guy

undercommon:
Stay still for a moment I need to check something.Ok, are those the ones surrounding us now? Have one step into the light so I can see them.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee speaks in perfect undercommon that he totally had he whole time but forgot to write down.

undercommon:
So can you be a bit more descriptive about the people you rule.

Looking at the others he shrugs

You didn't ask if I could speak undercommon and you all looked so happy trying out languages I just didn't have the heart to speak up before.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I know undercommon and Draconic I just forgot to add my two bonus languages to the stat block. I was totally not just waiting for you to ask for a particular language, not at all.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

1d20 + 6 ⇒ (13) + 6 = 19

He isn't the same race as the others in the dark.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee scratches his head looks around and sighs, Then draws his scimitar

Things are following us, honestly I expected better from you guys. I am not going down a rope while there are things watching us from the shadows.

He points his sword at the eyes and shouts

Oi, get over here into the light, run off or die these are your options.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

K.arcana: 1d20 + 6 ⇒ (6) + 6 = 12
spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
per: 1d20 + 6 ⇒ (15) + 6 = 21

Zee will detect magic and try to figure out what is going on.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

bluff: 1d20 ⇒ 6
Zee is trying and failing to inform the party about the eyes secretly.

So you were staring at my eyes earlier Vai. Uhhh...They are very nice unlike your human ones they are eyes that see in the darkness.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

perception: 1d20 + 6 ⇒ (13) + 6 = 19

Right is fine with me as well.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee takes out his 25 foot knotted rope and then attaches the grappling hook.

DC 5 Marrant can make it with a take ten

Ok, I think we should go a few feet back from the rotten edge and attach this to the stairs to get down. Everyone but be gets down then I pull it out and tie it around myself. I jump and the lot of you manage the difficult task of holding up my 90 pounds of weight that ok with you guys.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

I AM SMALLLLLLL. + 1 to hit and ac

Zee shouts at the cave as loud as he can. Seeing the others look at him askance he shrugs and blushes so brightly his fur reddens.

The fourth wall called me I answered.

Glad I did this in discussion.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Cringing at the paladins near fall Zee sighs with the others and relaxes as he catches himself.

Zee looks at the walls carefully searching for signs others have made to mark their passage.

I feel that words should be said to mark this occasion. But words bore me so lets get to the city and find some loot.

I just realized you were an archer paladin then spent a few seconds desperately looking for someone who could front line fight with me before I remembered the direlock.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zee Pulls of his armor and goes down hand over hand to the bottom of the pit. Taking 10 for 10 Then he places his armor back on at the bottom and pulls out his own rope carefully knotting it so it is easier to climb.

Give me a moment I barely made it down that rope I need a moment to get my armor back on and knot this rope.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Looking up at the tall human woman Zehanet slowly nods.

Feel free to call me Zee. Were are going to be looking out for each other and I would hate to miss a warning because one of us misspoke.

Why is she starring at my eyes like that? People usually turn away when they realize I have no pupil. Ah well never could understand humans anyway.


Ratfolk magus 1 HP: 11/11 | AC: 19/16/14/11 | Fort: +4| Ref: +5 | Will: +3 | Init: +5 | Perc: 6

Zehanet is an 18 year old ratfolk. He has a thin body and solid red orbs for eyes. He is covered with grey fur and white hair on his head. He has a scimitar in one hand and leather armor.

Don't be in such a rush the pit isn't gonna run away. We have plenty of time

turning and looking at the others.

So anyone have a grappling hook? I would get one but I am tapped out.


Here I am backstory in a bit.