Sarlottia Sardavic

doppelganger's page

745 posts. 1 review. No lists. No wishlists.




I'm not into Carrion Crown. Please pause my subscription until Jade Regent begins. If that can't be done, please cancel it and I will manually restart it when needed.

Thank you


I found this photo on the Reaper website while looking for figures to use with Serpent's Skull. There aren't many monkey or ape choices, but this one looks like it might make a serviceable charau-ka. Has anyone seen it in person?

http://www.reapermini.com/OnlineStore/monkey/sku-down/02983#detail/IG_827_1


What do you guys think of list the adventure path forums in reverse release order? That is, Instead of going from oldest to newest, list them in order of most recent hotness to Rise of the Runelords?

As the APs continue to pile up, one must search further and further down the list for the flashy new stuff!


I'm getting ready to run the Legacy of Fire path. For those of you who have already done so and used Reaper or DDM minis for your games, which did you use? I would like to match figures to characters as closely as possible using Reaper and DDM figures wherever possible and would like some advice, if possible.


I got the notice that my debit card did not have sufficient funds when it was run as a pretest. It does have enough funds now.


Will there be more terrain available for the other adventures in Legacy of Fire in the style of Ruined Undercrypt of Kelmarane?


Please cancel my Pathfinder subscription. I'll pick it up again with Council of Thieves.


Of all the common underground races, drow have the most high level clerics. We have tales of certain drow embracing and killing leaders and assuming their places. What keeps the assassinated leaders dead?


Wizards pulled the plug on DDM with little or no warning to its players, canceling future product releases and, frankly, causing some financial hardship for a friend of mine who resells DDM singles.

4E is not protected by something like the OGL. If WotC has already shown that it can and will cancel games without warning, what does that say for the future of the D&D brand (and 4E)?


The levels for the individual adventures in the Legacy of Fire seem to be much lower (especially in the last few adventures) than the recommended levels for the other APS. Why is that?


Interest in Second Darkness seems a little low by looking at the posts in this forum versus posts in the Rise of the Runelords and the Curse of the Crimson Throne forums.

I know that the customs delay on the second adventure could be making some of the interest fade, but the forum seems almost dead.

In another forum, Lisa Stevens says that Paizo does not have enough money to make second printings of sold out Pathfinder AP editions. Is the end of the Pathfinder AP looming towards us?


The weather in Baton Rouge is dark and gloomy and the rain and wind are coming. New Orleans has already lost power. It is going to be an interesting two days.


They can go from birth to fully trained individual in four and a half years. How do the other races compete with that?


Do Golarion drow have purple skin?


I'm gonna need something to use as a nalfeshnee and can't seem to find any minis that look like one. Anyone have any suggestions for a metal or plastic mini that (at least sorta) resembles a nalfeshnee?


I have entered new billing information. Please use it to process my order. In the future, Paizo may wish to send notice to subscribers before they bill for two issues at the same time.


Where would you place the major locales from the Savage Tide in Golarion?
I'm getting ready for another attempt at the Savage Tide (my fourth!) and I would like to use Golarion as the setting.
Where would you place Sasserine?

Spoiler:
Scuttlecove, the Isle of Dread, the Fort, Tamoachan, etc?


I see a lot of references to the Far Realm and tentacled critters all through 4E and even in the 4E adventures posted online at the WotC website. Now, I know that there has always been a background of Mythos-like stuff in D&D with mind flayers, aboleth, and similar beings, but it was always low key and not at all prominent.

Pathfinder comes along and James throws both Mythos-like and actual Mythos creatures into the Pathfinder adventures mix. We get stuff like shaggoths, gugs, the Plateau of Leng, and more, months prior to any 4E stuff hitting the market. Did WotC have his fingers on the pulse of what gamers want, or were they simply 'inspired' by Paizo's Mythos vision?


I subscribe to the Adventure Paths for the linked adventure path. Shortening each adventure by 10 pages and making it up by adding a Set Piece Adventures section is a losing proposition for me. We have all seen posted by authors and editors about how such and such was cut from the adventure for space reasons and that if they had had just a little more space it would have been much better. Now we are losing 10 additional pages from each adventure. Please do not do this. Paizo is gutting the Pathfinder APs of what makes them APs. Putting up another adventure site instead of THE adventure is just not the same. Please don't do it!


I currently play Exalted second edition as well as D&D. I played through a sizeable chunk of the Savage Tide with a group of five Dragon-blooded characters and had a great time. Now that Korvosa (and the Curse of the Crimson Throne) have my attention, I've been daydreaming (wasting time at school, mostly) about converting the city and the AP to Exalted terms and having a go at it. My Exalted group is separate from my D&D group and I've already noticed things from play with the D&D group that I could tweak a bit and have a good game of Exalted going on. Are there any people also interested in a conversion?


was ask her

Spoiler:

how she got her deck of card back from Lemm

I was at a bit of a loss on what to say :)


what items would be included in the first shipment?


I have the pdf version of Guide to Korvosa. As it says in the Guide, much of it can be used as a sort of large player handout.
Is it okay to print five copies of chapters 1-4 for player use?

I will be changing the names of some of the Houses to match my game.
Is it okay to modify the pdf to change the names and then print five copies?


I had started a topic about humans and half-orcs being a little left behind in the racial bonuses. I remember reading it this morning, but it is completely gone now. It is not even in my post history. Any idea as to what happened?


for being humans or half-orcs. I suggest (by shooting wildly from the hip and probably missing the target) that humans get a +2 to a second stat and half-orcs get the scent ability.

Everyone else gets quite a bit with their race packages. Elves and halflings in particular compare very favorably to humans.


I'm thinking about getting a Harrow deck. Does anyone else have plans to stack their deck when a player gets a reading? It seems like an easy (if rather cliched) way to foreshadow all kinds of things.


I would snap it up in a heartbeat.

Just sayin'...


I can't find an entry for the pdf version of the Guide. Is it only available to subscribers?


Bump.

Bueller?... Bueller?... Bueller?


Seelah's background is wonderful! No 'killed an entire giant patrol alone', no wandered the world for twenty years but still only first level type stuff. Just a moving, great way for a character to be inspired and venture out into the world.

Great job!


Does anyone with Pathfinder 4 think that Mokmurian's CR seems a little too low

Spoiler:

when one takes his class levels into account?


This bit of text is from Pathfinder #4

Spoiler:
Pathfinder 4 page 89 wrote:


It might be that male and female shining children are sexually dimorphic, or there might be other poorly understood differences, perhaps between juvenile and adult forms, molting forms, or larval and pupated forms. The answers to such questions are unlikely to ever be discovered, as shining children are notoriously unwilling—sometimes murderously so—to discuss themselves.

I'm a DM. I like knowing everything about my world. Reading a monster description that says that no one knows something about the monster just irks me. I'm paying for a monster write up and I get stuff like 'the answers to such questions are unlikely to ever be discovered'. I don't care if shining ones are unwilling to discuss themselves. I want hard information in my write up. It's okay to say that no one in the game world has that information as background flavor, but give it to me, damn it! Otherwise I tend to think that the creator was too lazy to think it up.

I know I can make up my own reason for it. Having to not make up reasons for things is why I buy game material. I can't help feeling shortchanged.


In my pdf, all of the pregens are listed as being seventh level. The stats look about right for tenth, but the actual number is 7.


At what point in his backstory was Harsk first level?
Did he do all that giant killing before he was a first level character?


I know that regular goblins have a -2 to charisma, but Pathfinder goblins seem to be seriously lacking in common sense. In D&D, wisdom is generally the common sense attribute. Are the reimagined goblin getting the right penalty?


In Pathfinder 3, the players are asked to check in on Fort Rannick because reports haven't been received on time. The fort is 450 miles from Magnimar. It takes 9 days to get there by horse and 19 days for unarmored medium-size humanoids travelling by foot (and 28+days for medium armored medium sized humanoids and unarmored halflings or gnomes on foot).

Spoiler:
The fort was attacked and captured by ogres 30 days before the start of the adventure.
How often do reports arrive in Magnimar from the fort? The adventure goes out of its way to say that the rangers are isolationists and don't report often. With such long transit times for messages and such a short time since the fort was captured, why is the Lord Mayor willing to pay 1200gp
Spoiler:
and potentially 2400gp (assuming 4 pcs)
to check out the fort? Is Magnimar just that rich?


Why are the ogres being used to

Spoiler:
make weapons for the stone giants?

They seem to be far too stupid and unskilled to produce useful results.


Pathfinder 2 page 63 wrote:

More maps of Magnimar showing exact district borders, avenue and plaza names, and the prcise location of numerous locales can be found in the downloadable content for this volume, available at paizo.com/pathfinder.

I can't find these maps anywhere on the site. Are they just not up yet? Am I too dumb to find them?


Pathfinder 2 says that Paizo will be doubling the space assigned for the iconic characters.

I respectfully ask that Paizo change this policy. My group does not use pregen characters and I feel that this is a complete waste of space at best and a bad way to pad out the page count at worst. Adding more info on the iconics lowers the value of the book for me.

If Paizo feels the need to devote a lot of page space to the iconics, I would prefer they just release the iconics in their own product (sort of like the old Rogue's Gallery). Please do no have the iconics clogging up scarce page real estate in Pathfinder 3+.


and I can't seem to get it. The shopping cart shows me a choice of issues to start but when I click on the radio button for issue 2, nothing happens. I'm using a mac. I get the same behavior with both Safari and Firefox. Am I just missing something?


We played the opened scene from part 1 last night. I used the song sung by the gemlins from the movie Gremlins as the unnamed catchy goblin tune. My players loved it and started singing along until the horror stuff kicked in. It was a great way to start a new campaign.

I recommend using the Gremlins song if any of your players have seen the movie. It helped make the game both funny and scary at the same time.


Does anyone have any suggestions for minis to use as sinspawn? I've been looking for something reasonable but have found much.


I'm trying to locate the map that came with the third installment of Age of Worms.
Is it available anywhere? The online supplement doesn't include it and I'm afraid to buy the pdf (the print version is sold out) if the map is not included as I already have the print version.

Full Name

Tucci Hedgehopper

Race

Male Halfling Hunter 11 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +12 | CMD 23 | Initiative +2 | Perception +25 | Sense Motive +5

Classes/Levels

| Helm

Size

Small (3’4”, 34lbs)

Alignment

Chaotic Good

Deity

Desna

Languages

Common (Taldan), Halfling

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 21
Charisma 10

About Tucci Hedgehopper

Male Halfling Hunter, Divine Hunter Archetype (Good) 10
CG, Small (3’4”, 34lbs), humanoid (halfling), Age 59 (middle aged), Worships Desna
Init +2; Senses Perception +27

--------------------
Defense
--------------------
AC 23, tch 15, flat 21 (+2 dex, +1 size, +7 armor, +2 deflection, +1 nat armor)
HP 69 (1d8, +1 con)
Fort +12 (+7 class, +1 con, +1 racial, +3 resist)
Ref +13 (+7 class +2 dex, +1 racial, +3 resist)
Will +12 (+3 class, +5 wis, +1 racial, +3 resist)
+2 vs fear (racial - stacks)
+2 lingering effects (aegis)

--------------------
Offense
--------------------
Speed 20 ft.
Melee: Boarding Pike of Repelling(a) +15/+10 (1d6+7, P/S, 20/x3, 10’/20' reach)
Ranged: Javelin +12/+7 (1d4+4, 20/x2, 30’r)
Spells Known (Caster Level 11, Concentration +16, DC 15+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Commune with Birds, Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (5/5): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (3/3): Air Walk, Brightest Light, Commune with Nature, Summon Nature’s Ally

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 21, Cha 10
(25pt buy + Halfling (-2 str, +2 dex, +2 cha) + fourth (+1 str) + mental (+2 wis) + physical (+2 str), eighth (+1 wis), + mental (+2 wis)
Base Attack +8/3; CMB +11 (-1 size, +4 str); CMD 23 (+2 dex)

Racial Traits
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Traits & Drawback
Armor Expert (-1 ACP, combat)
Affable (social)
Helpful Halfing (+2 to aid another, race)
Besmara's Blessing (+1 perception, profession sailor, campaign)

Feats
Additional Traits (Armor Expert, Affable) (first)
Outflank (class)
Phalanx Formation (third)
Craft Wand (fifth)
Lucky Halfling (seventh)
Bonded Mind (ninth)
Forge Ring (link) (eleventh)

Skills (6 class + 0 int +1 favored)(2 background skills†)
Acrobatics = +2* (+2 dex)
Appraise = +0
Bluff = +1 (1)
Climb = +13* (1+3 class, +4 str, +5 gloves)
Diplomacy = +6 (3+3 class) (+2 gather information)
Disable Device = +7 (5 +2 dex) (+2 MW tools)
Disguise = +0
Fly = +2* (+2 dex)
Handle Animal † = 16 (11+3 class, +0 cha, +2 racial) (+4 w/ Kasin)
Heal = +9 (1+3 +5 wis)
Intimidate = +6 (3+3 class)
Knowledge Geography = +14 (11+3 class, +0 int) (+2 navigating)
Knowledge Local = +4 (1+3 class, +0 init)
Knowledge Nature = +4 (1+3 class, +0 int)
Knowledge Religion = +4 (1+3 class, +0 int)
Linguistics = +3 (3, +0 int)
Perception = +27 (11+3 class, +5 wis, +2 race, +1 trait, +5 lens)
Profession Merchant = +10 (2+3 class, +5 wis)
Profession Sailor † = +20 (11+3 class, +5 wis, +1 trait)(+2 navigating (eye))
Ride = +13* (6+3 class, +2 dex, +2 racial)
Sense Motive = +4 (+4 wis)
Spellcraft = +14 (11+3, +0 int)
Stealth = +10* (1+3 class, +2 dex, +4 size)
Survival = +19 (11+3 class, +5 wis)(+5 tracking (class) +5 tracking (lens))(+2 navigating (eye))
Swim = +16* (4+3 class, +4 str, +5 cloak/gloves)
Wild Empathy = +11 (11, +0 cha)
italic in class, *Armor Check Penalty 0

Languages Aquan, Common (Taldan), Halfling, Terran, Undercommon

Gear (27#)
Comfortable clothing
Mithral Breastplate of spell storing (+6 AC, +5 maxdex, -1 ACP, 15#)
Boarding Pike of Repelling (5#)
Dagger MW (1#)
Mithral dagger set with aquamarine gemstones (1#)
Sling w/ 10 cold iron bullets (3#)
Cold Iron Javelins (2#, x2)(4#)
Ring of sustenance
Mnemonic Vestment
Svingli's Eye with a snazzy gold chain in his vest (6#)
Aegis of Recovery
Carving of a kraken wrapped around a three masted ship
Lenses of Detection
Featherscale Cloak (Beast Shape I)
Boots of the Cat
Gloves of Swimming and Climbing
Sleeves of Many Garments (link)
Dull Gray Ioun Stone x2

Belt Pouch (.5#)
- Candle
- Fishook
- Sewing Needle
- Smelling Salts

Wrist Sheath (spring loaded) (wand CLW)
Wrist Sheath (spring loaded) (wand Faerie Fire)

Belt Pouch (.5#)
- simple wooden smoking pipe
- a few ounces of shag tobacco for pipe

Handy Haversack (5#)
- Alchemist's Flask x3
- Antitoxin x2
- Bell (1gp)
- Campfire Bead
- Candle x3
- Chalk 5 sticks
- Charcoal 2 sticks
- Crowbar
- Earplugs x4
- Feather Token, swan boat
- Healer's Kit (x2)
- Grooming Kit (2#)
- Holy Water (x4)
- Marked Sticks (components for Read Weather)
- Rod of Extend Lesser
- Rope of Climbing
- Sealing Wax (1#)
- Soap (.5#)
- Spyglass
- Steadfast Grapple (9#)
- Stretch Cords (.5#)
- String, 30’ & Twine, 20’ (.5#)
- Sunrod (x2)
- Thieves Tools (MW)
- Traveler's Any-Tool
- Elixer of Swimming
- Oil of Bless Weapon (1) x4
- Potion of Cure Moderate Wounds (3) x2
- Potion of Gaseous Form (5) x2
- Potion of Fly (5)
- Potion of Water Breathing (5) x2

Scrimshaw walrus tusk scroll case
- Scroll of Aerial Tracks (7)
- Scroll of Carry Companion (4) x3
- Scroll of Commune with Birds (1)
- Scroll of Control Water (10)
- Scroll of Dispel Magic (10)
- Scroll of Faerie Fire (1)
- Scroll of Flame Strike (10)
- Scroll of Fog Cloud (4)
- Scroll of Free Swim (7)
- Scroll of Freedom of Movement (10)
- Scroll of Gust of Wind (4) x2
- Scroll of Hydraulic Push (1)
- Scroll of Lesser Restoration (4) x3
- Scroll of Neutralize Poison (7)
- Scroll of Obscuring Mist (1) x5
- Scroll of Plant Growth (7)
- Scroll of Quench (7)
- Scroll of Read Weather (1) x4
- Scroll of Spider Climbing (4)
- Scroll of Stone Shape (7)
- Scroll of Transmute Rock to Mud (13)
- Scroll of Water Breathing (7)
- Scroll of Wood Shape (4)
- Wands of CLW (41 chgs)
- Wand of Faerie Fire (49 chgs)
- Wand of Gust of Wind (6 chgs)
- Wand of Read Weather (48 chgs)
- Wand of Touch of the Sea (38 chgs)

Onboard the Charm
- Potted strawberry plant (meticulously cared for)

Scattered about the community on the Island
- Campfire Bead (link) (x5)

Weight: 35# (medium load >57#, heavy load > 115#)
Total Cash: 6,396gp
Owe 100gp to the Bellflower Network

--------------------
Automatic Bonus Progression
--------------------
Resistance +3
Armor Attunement +2 (armor)
Weapon Attunement +2 (pike)
Deflection +2
Mental Prowess +4 (wis)
Physical Prowess +2 (str)
Toughening +1 (nat arm)

--------------------
Special Abilities
--------------------
Animal Focus (Su): A hunter can take on the aspect of an animal as a swift action. She must select two types of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level (+4). The hunter can use this ability for a number of minutes per day equal to her level (11).

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

Otherworldly Companion (Su): The animal companion gains the celestial template (darkvision 60’, SR 5 + CR (8)), 1/day smite: +HD Dam (9)). The companion’s CR is considered to be equal to its Hit Dice for the purpose of the celestial template (3rd lvl for resist acid, cold, and electricity 5). This ability replaces hunter tactics.

Domain: The divine hunter must select one domain from those available to her deity (Good). She gains the granted powers of this domain, using her hunter level -2 as her cleric level for determining when the powers are gained and what effects they have (8).
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (4) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7).
Holy Lance (Su): You can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Improved Empathic Link (Su): This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Speak with Master (Ex): A hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Woodland Stride (Ex): A hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Swift Tracker (Ex): A hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

--------------------
Kasin Capybara, Celestial
--------------------
CG Medium (150#) animal
Init +4; Senses darkvision 60', low-light vision, scent; Perception +2

Defense
AC 27, touch 16, flat-footed 22 (+6 Armor, +4 Dex, +5 Nat, +1/4 Dodge, +1 Deflect)
HP 67, (9 x 4.5 = 40, +18 con, +9 toughness) (usually add +18 con focus); DR 5/evil
Fort +9, Ref +10, Will +6 (+1 resistance included)
resist acid, cold, and electricity 10; +4 (morale) enchantment
SR: 14

Offense
Speed 30', swim 20'
Melee bite +12/7 (1d8+7)
1/day smite (sw): +HD Dam (9)

Statistics
Str 20, Dex 18, Con 14, Int 3, Wis 15, Cha 5
Base Atk +6/+1; CMB +10; CMD 24
Feats Dodge, Outflank, Toughness, Weapon Focus (bite)
Improved Natural Attack (bite: d8)
Skills Climb +9 (1+3 class, +5 str), Fly +10 (3+3 class +4 dex), Stealth +10 (3+3 class, +4 dex), Swim +17 (1+3 class, +5 str, +8 race)

Abilities
Link, Share Spells, Evasion (Reflex for full or no damage), Devotion, Speak with Master

Tricks (9 int, +4 companion, +3 bridle)
Attack (x2), Come, Deliver, Down, Fetch, Flank, Guard, Heel, Receive Spells: air walk/fly/spider climb, Rescue, Seek, Stay, Watch

Automatic Bonus Progression
Resistance +2
Armor Attunement +2 (chain shirt)
Weapon Attunement +1/+1 (unapplied)
Deflection +1
Toughening +1 (nat armor)
Mental Prowess +2 (wis)
Physical Prowess +2 (str)

Gear
Mithral Chain Shirt (+4AC, +6maxDex, -0ACP, 12#)
Bridle of Tricks (receive spells: air walk, fly, spider climb)
Swarmbane Clasp
Blanket (3#)
Saddle Exotic Military (20#)
Saddlebags (8#)

- Training harness (10#)
- Horsechopper, cold iron (6#)
- Bedroll (3#)
- Blanket (3#)
- Cold Iron Javelins (2#, x2)(4#)

Weight: 69# (medium load >201#, heavy load > 400#)

Appearance:
Tucci is tall, for a halfling, at 3’4”, and he is lanky - feet and arms seemingly bounding around with a life of their own. He’s always reaching for things, and his wide gait accents his oversized feet. Though middle aged, his energy seems younger.

He’s reasonably well dressed in layered leather, and wears something of a cravat or simple scarf, nearly all the time. When his neck is uncovered, you see the edges of a burn which seems to cover his right shoulder. His long poofy sleeves make it hard to see just how far the damage goes.

He has a pack which seems neat and orderly, though bulging with odds and ends. Further, he has a goblin horse chopper at his side, though he seems to very nearly stab everyone within its long reach as he walks along - eyes darting here and there, always searching. He often reaches out for this and that, pausing to admire some object or other. He seems to enjoy the texture of things, cradling them softly as he takes his time examining them.
- - -

Background, Public Knowledge:
Tucci has something of a reputation as a helpful halfling. He’s always inserting himself in the conversation, doing what he can to help things along - seemingly whatever their purpose. He just likes to get things done. In battle, he wields a strange weapon - a goblin horsechopper - with surprising skill, though he more frequently hampers the opposition rather than getting in his own licks.

”…and that’s how I make myself useful. Except if it’s fire.” he unconsciously touches the scar on his neck, ”I can’t help you if it’s fire.” After a time, he starts grinning again as he continues to softly chatter on about this and that quite amiably.
- - -

Background, Private Details:
Tucci is a rambler. Full of energy he has a very hard time sitting still, and often wanders about here and there looking for stuff. He doesn’t care if he owns the stuff, he just likes to admire it and is happy to part with it again - storing the memory rather than the object. Though he’s certainly keen on his own stuff too.

Born near Kintargo, Cheliax, he was born into the church. He floated into the harbor in a basket where he was claimed, more or less, by the church of Desna. His 'mother', Arabella Oakbottom, did what she could for the boy. But he was always into things, skinning his knee, and generally getting underfoot in a way that most halflings don’t. Larger than life. As he was some trouble, he was eventually sent north to Korvosa a far flung outpost. He spent little time in the city, not liking it's authoritarian ways.

With few skills, and fewer prospects, he travelled west by ship once more, landing in the Varisian village of Sandpoint, and found himself happy there for a while. He spent more than 10 years there in fact, but he never quite found his niche, always wanting to try something new.

He worked as a clerk in the glassworks for a while, and he was pretty good at it - he didn't even skim too much. The crew even let him in during slow times to practice a little glasswork of his own which he enjoyed, though he wasn’t very good at that. He was too jittery.

While working near the end of his tenure there, he met a free goblin. Sure, he was scrounging on Junk Beach, but he had an air about him. Perhaps as they were both the same height, both a little odd, and both former cast offs - they hit it off. It was, alas, short lived, as the nearby goblin tribes invaded Sandpoint not too long after their friendship blossomed.

Tucci helped himself to poor Vravneg’s most prized possession, left in his hut - his cold iron horsechopper - after the skirmish. It was quite an upgrade to the longspear he had been using and he came to cherish the weapon - once he had it fixed and sharpened of course.

With the death of his 'friend', life came into slightly sharper focus for Tucci. He knew he could do better that clerk in a small town glassworks. He had always enjoyed the travel better than the destination - or perhaps that's just Varisa and Cheliax. Feeling stifled, he went out into the wilderness and asked Desna what to do. In Desna’s wisdom and grace, She provided Kasin to act as his guide and companion.

He returned to Sandpoint long enough to collect his last pay packet before heading out into the world hiring on a ship who would take him for the water he can make if nothing else. He didn't even pay attention to the ship's destination - it didn't matter. He spent his time on board watching Kasin climbing the various ropes and such - he has such fun!

Alas the voyage would be cut short by the light fingered halfling, plunging him into an altogether different adventure!
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