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C02 -- character thread -- Tug Badgerson

Be welcome to expand on your character's description, personality, beliefs and views As well as use this for any wish lists or ideas you might have, character build progression, or random musings. Open to all.
From c02s01e07:  I didn't want to sidetrack the team's objectives during the live section to make up some fun stuff about Arcanix during the team's visit there for alchemy equipment and interns, so I spent some time rolling up some points of interest and notable characters.  there's no expectations to follow through on any of this information, but as a DM i'm open to expanding on any of this if the team finds it fun. Arcanix Lower Pavilion (previously shared between Alchemists and Dimensional Research until DimOps disappeared during the convergence wtih Athas 2.5 years ago) School of Alchemy Happi BadgerFang = Cauldron's Keeper (head of guild) female gnome wild mage (her spells form bubbles or cause rain) 46 students currently 2 recruits for interns to Tug.... Myrideth - female 1/2Gnome bard-in-training Terrance - male human magewright-in-training interesting events from the DM... 1. With the Crag Mountain silver mine recently opening up; there's been a lot of wealth investing into Marketplace. This area had previously been ignored by Arcanix Direct Marketers because of the dwindling population, but now there's a lot of requests coming in for bulk orders... heavy acids, breathing bubbles, adhesive oils. Giving up 2 interns was a hassle. 2. exchange programs being proposed between Nibbin Wizards and the Arcanix Board of Sorcery to peacefully share knowledge. 3. paladins of Vanguard Keep have been recruiting graduates heavily lately... of the 175 spring graduates, 13 with high aptitude for abjuration were recruited a last month and the Keep is now sponsoring 5 scholarships per year to students exhitibing extraordinary concentration and focus. the Arcanix School of Alchemy has on average 40 - 50 students at any given time... 4 year focused study yields around 8 trained alchemists per year, but only 1..sometimes 2 are dedicated to the craft as their core focus for additional years of post-graduate study. Happi Badgerfang is a weathered, old gnome gal who, through odd circumstances, spontaneously creates bubbles and rain when casting spells via wild magic. She is capable of producing nearly any effect in the form of a potion, so her services are extremely expensive, and difficult to reserve, since she spends the majority of her time training new alchemists in the Lower Pavilion of the Arcanix Wizard Academy. Head of the local alchemy guild, she is one of 3 BrewMasters on Khorvaire, responsible for overseeing responsible potioncrafts among the civilized nations. With the right favors, she could be an interesting resource. Myrideth and Terrance are two students wtih no intentions of becoming master alchemists... more than anything, they needed credits to flesh out their schedules and thoughts of unusual edibles is often on the mind of young adults with privilege.... but with the increasing demand for potions out of Crag Mountain, the whole class is turning into a real magewright sweatshop. The whole schedule has been thrown askew recently, and there are gumbles from the more senior students; they can keep this up for at most another few months before winter semester signups begin, and there's concern amongst the faculty that attendence will be LOW if the curriculum continues to bend away from theory and variety. Myri and Terrence jumped the gun and were happy to ditch the rest of the semester to work with a REAL mercenary squad! it's only been a few days, and the fickle students are already getting bored. The compound is super dull.. and being stuck on campus is a drag. Luckily, Tug's amusing anecdotes, taunts, and performances keep their morale high during the lab work.
Tug will often harass Myrideth about making her tell, those in the alchemy lab, her best "tale of adventure". Even if it was just that one time when her mother sent her to the grocer without enough money to buy the requested list and she decided to pan handle passers by to make up the difference, he wants to hear it. The more she makes up and the bigger the lies, the more he encourages her to pursue her dream of being a bard. What does Terrance want to do when he grows up?  He's a Magewright with alchemy skills that doesn't want to be an alchemist?  Guess that means he doesn't want to work for the Jorasco Apothecary. Does he aspire to be a tinker?  If so, Tug tells him all the time that the Tinkers of House Cannith couldn't find their ass with both hands if not for the Dragon Marks. He can be my apprentice if he likes. If he wants to be and Augur, a Warder, or a Wordsmith, he can have a job with me also.  If he strives to be a Hosteler, Tug taunts him about making sure the corners on my bed are crisp and that my socks are properly laundered.
Background: Guild artisan Guild Business: Alchemists and apothecaries Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. Personality Trait: I always want to know how things work and what makes people tick. Ideal: Greed - I am only in it for the money Bond:  One day I will return to my guild and prove that I am the greatest artisan (and Pan Flute player) of them all. Flaw : I would kill to acquire a noble title.
Let me know if I correctly understand what Tug is going to do with downtime... 1. lending assistance to THX in his daily cleanse ritual ( a non-task that is simply "done") 2. tinker on the remote-control integrating into a sentry scorpion (I'll have statistics for you soon) 3. help with brewing stonecure (an extra 2 doses per long rest.. but I'm making this 10 days total, so I'll up that to 3 extra doses) ... all while building rapport with your intern alchemists.
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here's the stats on the Basilisk Sentry action+object to control full round (the sentry can have a full normal round of activity... tug pays action+object interaction but still has a move and bonus actions) ac15 hp60 small size 30ft s16 d8 c15 i2 w8 a7 darkvision 60' 1 claw attack +5 2d6+3 saves = s+5 d-1 c+4 i -4 w-1 a-2 (s/c strong) petrifying aura 30' save con10 to immobilize then save con10 to petrify 30hd/cannister of stonecure -- limit 1/day
here's some info about the warforged  ... and here's what is unearthed from the cragwood fortress as of day 37... Tug has already successfully grafted one of the sentinels to his remote control runes to create a personal sentinel (see Tug character thread for specs) There's lots more resources from the cyre facilities that Tug can obviously make use of... `6 disabled sentinel scorpions `8 disabled tentacle bots `1 tentacle bot -- this one has a laser grafted to it! `Cyran warforged -- 15 docents --- 10 warforged bruiser frames (medium sized heavy armor) --- 3 warforged scout frames (small size light armor) -- 6 warforged technician fixed-frames `2 alchemy labs worth of equipment `3 tinker labs worth of spare parts Tug has taken time to "get to know" the docent personalities.   Their exposure to THX and Frank's sermons, and the events with the athasian witchdoctor, Rogar and previously Nero... Their memories are returning, and they all had been former warlocks imprisoned by Kazarak.  Stripping away the docent frame reveals one of kazarak's Demon Crystals. Many of them are suffering from PTSD when they start hearing about the blood ritual chamber in the south valley facility.  Their time serving as 'forged soldiers is distant at best.. they know what they've learned but the experience is void of emotion. something about THX efforts to "free their minds" is only bringing emotional turmoil and tortured memories.  They are a mixture of depression, rage, self-loathing and vengeance against Cyre and Kazarak. ... And now it's been nearly 2 weeks of cleaning up the cragwood fortress... the team has managed to dig up more inventory from the prison fort. --scout frame augments- -3 hover packs (fly spell 1 hour / day base, scales req conc) -5 damaged hover packs (need repair..currently can levitate for 1 minute req conc) --bruiser frame augments- -3 mobile shield (req conc allows shield + 2hw use no penalties has docent nodule for self-controlled) -8 force blades (treated as magic 2 hand sword with docent nodule for reach & Force+slashig damage) --goliath frame- -1 goliath size large 2 docent crew -- 250hp AC 22 move 30  `1=pilot (normal functionality + size huge 2d10 force+slash forceblade) `1=augment (pick from bruiser or titan seige) --ed209 "Titan Seige" frame- -1 ed209 size huge 3 docent crew -- 500hp AC 24 subject to seige damage `1=pilot(move 40 trample 2d10) `1=weapons(2 attack/round 2d20 each) `1=augment(1 augment "slot".. 3 options provided) -2 ed209 augment - communications (10 mile messenger req conc) -3 ed209 augment - pin-point barrier system (as per monk reaction req conc) -3 ed209 augment - psychokinetic hammer (30 foot reach 2d10 force + blunt damage ... more stuff with more digging
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Find Familiar – 1 st level spell allows a wizard to gain the service of a familiar, a spirit that takes an animal form you choose: Spider is an option the familiar has the Statistics of the chosen form , though it is a celestial, fey, or fiend (your choice) instead of a beast. familiar acts independently of you, but it always obeys your commands within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn Can deliver touch spells, uses my attack modifier Mechanical Servant – 6 th level class feature Select a Large beast with a challenge rating of 2 or less ( Giant Spider CR 1 is an option ). The servant uses that beast’s game statistics, but is a construct The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own Understands the languages you speak If I am the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker. I envision a mechanical giant spider with built in “saddle” Docent Technology – if memory serves, docent technology allows for the “trapping” of spirits Using Find Familiar with Cyre tech to bind a fey into a docent and that docent is incorporated warforge style into my familiar/mechanical servant/mount. Familiar/Servant Traits Spider Climb : The Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense: While in contact with a web, the Spider knows the exact location of any other creature in contact with the same web. Web Walker: The Spider ignores Movement restrictions caused by webbing. Attributes (Based on Basilisk Sentry crossed with Giant Spider) Large Construct AC 15  HP 60 Speed 30' Climb 30' STR 14 DEX 16 CON 12 INT 2 WIS 11 CHA 4 Blind Sight 10’, Darkvision 60’ Stealth +7 Bite 1d20+5        1d8+3 Web 1d20+5 Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit:  1d8 + 3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way. Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
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Artificer Artificer Specialist Feature (9th) - Blast Wave  Wondrous Invention (10th) - Decanter of Endless Water Ability Score Improvement (12th) - DEX +2 Artificer Specialist Feature (14th) - Piercing Round Spells - 2nd       See Invisible       Lesser Restoration Spells - 3rd       Fly       Revivify Wizard Arcane Tradition (10th) - Split Enchantment Ability Score Improvement (12th) - CON +2 Arcane Tradition (14th) - Alter Memories Spells - 1st       Find Familiar (@ 9th) Spells- 3rd       Magic Circle (@ 11th) Spells - 4th       Confusion (@ 9th)       Private Sanctum (@ 10th) Spells - 5th       Dominate Person (@ 10th)       Hold Monster (@ 11th)       Teleportation Circle (@ 12th)      Planar Binding (@ 13th) Spells - 6th       Mass Suggestion (@ 12th)       Sunbeam (@ 13th) Spells - 7th       Prismatic Spray (@ 14th)       Teleport (@ 14th)