Archives for posts with tag: Pathfinder RPG

Heyo folks!

I’ve been a very busy fellow since my last general update in late January — editing for several other folks’ projects (Ponyfinder‘s Races of Everglow and cleaning up a product for Salt in Wounds), setting up things for projects in the future (this summer will be very exciting), and putting a bunch of stuff through layout (Veranthea Codex: Adventurer’s Handbook and 2099 Wasteland, both nearly 200 pages, as well as another 30+ page adventure for Mists of Akuma called Cursed Soul of the Scorpion Samurai), but today is not about me or other dudes, it’s about women.

In that spirit today’s RPG character from the vault is Abel(line) Rappeport: EVERY(WO)MAN, a character I played in a heavily modified Abberant game set in the Marvel Universe many years ago. While Abel himself was a man, I turned back to the character when making Hypercorps 2099 and as Steve Kenson has already made a very excellent Everyman, we decided to make him into a woman (specifically a black woman because they are woefully under-represented in RPG art).

I could talk about all the awesome stuff he did (like almost surgically implanting a bomb into the skull of a crazy disruptive fellow PC or his brilliant response to the party being ambushed by HYDRA [he did the salute, all of the henchmen did as well, tables turned]) but in short Abel’s (and Abelline’s) thing is being old, knowing everybody, and being pretty good at pretty much everything. To get a feel for the game the character originated in I strongly recommend listening to the only one of the weekly  “newsie” recaps I can find (I used to make one after every game).

However I’m droning on. Enjoy Abelline and unleash her in your next D&D 5e or Pathfinder game! If you’re game for Aberrant or keen on more of my illegible handwriting, Abel is included as well. Enjoy!

 

After 19 glorious sessions of play, the Hypercorps 2099 KS Backer Game has come to an end! Read on to see what chaos Florisley-Ley (Steve), Chaplain (James), Tycheros (John), and Dr. Smith (Matt) get into in the future!

Thanks goes out to that quartet along with all of the Hypercorps 2099 backers (all my fun paperwork for sending out books starts tomorrow, folks), and it is my great joy to share their epic tale here. 🙂

Heroes of the Hypernet

May of 2099 has seen an untoward amount of precipitation in Neo York. Fawkes News places the blame squarely on Skull Island, the socio-anarchists claim that the repulsors from Lucrum’s two decades plus long flight are the cause, and on the Hypernet just about everything seems to be to blame.
It doesn’t matter
—Neo York is still as wet as the nearby ocean and just as polluted.

 

THE PARTY (starting at level 3/hyper score 1)

  1. Florisley-Ley: Oracle/Sorcerer Plant Conjurer
    Originally an elf born in a druid’s grove
    Born in Brazil 40 years ago (2050s) during the hypercorp superseeding
    During adolescence chlorian
    Combined her with essences of treants and stuff
    Chosen because of aptitude with divine and arcane magic
    sent to Neo York where she’s based out of Central Park
    anti-pollution and any degradation of the natural world

  2. The Chaplain: Angelic War Priest Monk
    Midwestern kid, regular going to school
    Started in US Military and then went Private Security Forces for Viztao

  3. Tycheros: Investigator/Netjacker
    Born and raised in Queens
    Highschool nerd, got into hacking, went and got a traditional college education in computer sciences
    Computer Security guy for a while, part of a Redhat team
    No tramautic event yet

  4. Smith: Vigilante Infiltration Specialist
    Interested in magic/tech interface
    Traditional route – college to become an engineer
    worked for a hypercorp to harness the power of the celestial realms
    finds out it is used for kidnapped celestials into the Material Plane
    performs questionably moral things during the day, and sabotages evils at night

Find out more (and see pretty pictures!) here: https://docs.google.com/document/d/1qXYlaFkp6CCkxZGAguDjtJofMfxpgE6lBlSpYd6FUHc/edit?usp=sharing

 

Before anything else, I want to address the people that are my fans.

I do not know how to react to having fans.
You are all awesome.

If I failed to thank you for enjoying my work, if I seemed out of sorts, generally came off as curt or strange, or otherwise conducted myself untoward in any way whatsoever, I apologize profusely. I don’t think I managed to offend anyone, but I feel so unbelievably awkward when someone says “you have done something awesome” that I seriously forget how to be a human.

So: thank you for saying hello to me, it was wonderful to meet so many of you, and in the future please be like “MIKE! HIGH FIVE AWESOME TOWN!” and we will slap hands in a most epic manner that I am 100% prepared for and then talk shop or predict the weather or whatever. 😀

THE MISTS OF AKUMA KICKSTARTER FUNDED!

I am super duper excited about the project!!! Not only are we really breaking into some truly unique ground with Mists of Akuma as a setting, going to be the first to bring in eastern fantasy to D&D 5th Edition, and enabling me to place some AWESOME art orders, the GM of my youth is writing an adventure for it! Chris Rippee is a peerless storyteller and I seriously cannot wait to see the final copy he turns over (there’s an encounter preview here).

If you would like to support the project but were unable to pledge to the Kickstarter, email mistsofakuma@gmail.com and we’ll get you sorted.

PaizoCon 2016

I have had quite a week. One of Hypercorps 2099‘s backers, Steve Caron, bought me a plane ticket to and from Seattle, and my inimitable (and unflinchingly polite, almost to a fault) right-hand man Michael McCarthy put me up in his hotel room for most of the trip. Once again, you both have my sincere thanks for your graciousness!

After a cramped flight to the west coast I wandered down to the hotel and dropped off my belongings before wandering around that area of Seattle for a while before hanging out with some folks in the bar. In the evening we got most of the Hypercorps crew together and made for a fantastic thai restaurant down the rail line, then hit up a grocery before getting to bed early.

Friday kicked off with my first Shadow of the Demon Lord game run by none other than Stephen Radney-MacFarland, then it was straight away to the first Hypercorps 2099 seminar and it went great! Unfortunately to make it to the Hyper RPG studio in time to appear on Rabbit Stew, we had to leave the panel in the hands of Luis Loza and Jason Nelson — I am assured it went well, but will make sure to put links to the Know Direction recordings of the panel so you can be your own judges (and will definitely share the video for Rabbit Stew when it gets onto YouTube).

That night we also did the first scheduled Hypercorps 2099 game, Operation Varsity. I had a very exciting very secret meeting somewhere before we came back to the hotel and sprinted into the game room late, but everyone was very cool about it. Because Steve had a penthouse suite (which was HUGE) we took the group up there and played with a gorgeous view behind us (and many glasses of rum drinks). Getting things underway I was in great trepidation because this was the first time I’d actually played Hypercorps 2099 in person as opposed to through Roll20.net, but there was no reason to be worried–a good time was had by all and the system performed as well in real life as it does through the Hypernet. 😉

Saturday was my “whatever” day and  I mostly hit up seminars (which were all good) before the banquet. There was much talk of Starfinder and I look forward to it as much as you likely expect. I have spoken to many Paizo people and many other people about the new ruleset and what that means for Hypercorps 2099 and when I’m able to say more about any of that, I will do so.

Sunday was another day of enjoyable and informative seminars until the second Hypercorps 2099 game (Skirmish with Soldier Corps) which had seven players! It was SUPER intense and much to my delight, at the end of the table one of Friday’s players (a netjacker mechwarrior) was doing side battles with one of his friends (that scheduled game’s netjacker)! HOW AWESOME IS THAT!!!

Immediately afterward, the Hypercorps 2099 crew got together and this happened.

Hypercorps cast airport transformed

My peeps are the best peeps.

The next day kicked off with a seminar for both Aethera and Hypercorps 2099; despite being the morning of the final day of the convention we had more attendees than panelists! There will be a link provided when Know Direction puts it up. 😀 That night I hung out with Steve and my returning mechwarrior (Miles Smith) and we had one final Hypercorps game,  and it was as awesome as the rest of the sessions at PaizoCon!

Today (nearly 24 hours ago ~.~) I woke up and walked to the airport with Steve, hopped on my plane, and spent most of the trip brainstorming for Mists of Akuma and reading The Blood Chalice (a Warhammer 40k novel).

Interesting note: Starting Friday morning, my right ankle started doing weird things! There’s no real pain, just discomfort — it feels like there’s a bag of wet sand above my right heel. My regular source of wisdom for these things (my grandmother was a nurse for decades) was just as perplexed as I was. I’ll be taking it easy for a few days (no jogging) to see if some hot/cold pressing fixes it.

All told I had a wonderful time at PaizoCon 2016. All of the Paizo staff put on a fantastic convention and they have both my thanks and congratulations! I feel weird tagging them about Facebook and so on and so forth, but should any of them stop by my website (Cosmo I’m looking at you!) boom — ya been thanked.

 

Two weeks have gone by and things are hopping! I’ve gotten a few projects out the door (notably two Pathfinder hybrid classes for Rogue Genius Games, the [REDACTED] and [REDACTED]!) and print proofs are on the way to my house for my first few layout projects (two Veranthea books and the Pathfinder Hypercorps 2099 softcover!)

For 5E folks my first medieval fantasy adventure has been commissioned and is getting put together in my mindscape right now (water is involved!), and the next week or so is devoted to getting 5E Hypercorps 2099 finalized.

To keep on keeping on with characters however, we’ve got good old Befev! As always she’s astride her mount, the brave unshorn Hydrifacks.

befev

 

BEFEV OACIPLA, CHAMPION OF SHEEP

Left to fend for herself at a young age, Befev Oacipla grew up in the highlands with little interaction with civilization at large. Learning how to survive by stalwart dwarven instincts and eschewing friendships of any kind, she became a ghost of the wilderness and a figure of great rumor before the revelation.
Answering the bleating call of a wild sheep being slaughtered, Befev waylaid a host of bandits, flying into a rage that gave her the strength to fell each and every one of them. As the last of her enemies lay bleeding she finally succumbed to her own wounds but experienced a grand vision before darkness overwhelmed her—Shopesh, God of Sheep, recognized the dwarf’s service and bestowed upon her the duty of gathering a flock of followers. Befev awoke the next day to the licking tongue of an unshorn sheep, winded but alive, injured but bestowed with a greater purpose. Naming her new ally Hydrifacks, the barbarian has become a warrior of note in the region, recognizable instantly by the proximity she keeps with her quadruped companion.

Befev is painfully single-minded—when she gets an idea into her head, it is remarkably difficult to dislodge it. She is incredibly bold and reckless, but typically holds her temper until she sees someone attack a sheep or, heavens forbid, Hydrifacks is harmed. After being put into a rage, she fights relentlessly and pursues enemies based on the threat they pose to her mount more than anything else. Though she dislikes most everyone as a matter of course, Befev is terribly racist against elves and frequently blames them for mundane problems or issues of force majeure; she really does believe there is an elven conspiracy out to corrupt and ruin the world.

BEFEV OACIPLA, CHAMPION OF SHEEP
Female Mountain Dwarf Barbarian 4, CG, 42 years old
Armor Class 14 (unarmored defense; +1 Dex, +3 Con)
Hit Points 44 (4d12+12)
Speed 25 ft.

STR DEX CON INT WIS CHA
16  (+3) 13  (+1) 17  (+3) 12 (+1) 6  (-2) 13  (+1)

Proficiency Bonus +2
Saving Throws Strength, Constitution
Skill Proficiencies Athletics, Intimidation, Perception, Survival
Tool Proficiencies brewer’s supplies, drum
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Elven
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

ACTIONS
+1 Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+4 slashing damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range (20/60), one target. Hit: 1d6+3 slashing damage.

Rage  (3) Advantage on Strength checks and Strength saving throws; When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll; You have resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path: Path of the Berserker
Frenzy If you go into a frenzy when you rage, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

RENOWN THING (TBD) (Feat)
The details of this feat are not yet determined and up to the GM of the game Befev is in, but so far, she’s accrued 4 followers of Shopesh (the god of sheep) in a settlement called Corin. If using Befev in a game where this feat will be unwelcome, increase her Strength score by 2 (and therefore melee attack rolls and weapon damage rolls increase by +1).

BACKGROUND: OUTLANDER
Wanderer You can always recall the general layout of terrain, settlements, and other features around you. You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

EQUIPMENT
Potion of Healing (2d4+2) (2), 100 ft. hemp rope, grappling hook, 20 sacks, manacles, greataxe, handaxes (3), staff, hunting trap, bear head, traveler’s clothes, belt pouch, 10 days rations, 10 days water, Hydrifacks the Sheep (as a mule, 40 ft. movement, boots of striding and springing [currently useless])

I was going to wait a few days before unleashing Elite Rogue Door, but something happened that folks should know about before they enjoy any downtime to get into Pathfinder mode:

The PRD has been thoroughly updated!

Not only has the Feat Index gotten a HUGE facelift, Pathfinder Unchained is on there as well (which is perfect – you’ll see why below), AND Occult Adventures is on Paizo’s site now too!

Before I get back to toiling, I leave you with ELITE ROGUE DOOR – the retrained Unchained Rogue juggernaut of deception (and, of course, Professor Ratwicket).

elite rogue door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted than

ROGUE DOOR (ELITE) CR 9
Form-trapped mimic unchained rogue 10
CG Medium aberration (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 68 (10d8+20)
Fort +6, Ref +11, Will +7
Defensive Abilities danger sense +3, evasion, improved uncanny dodge, uncanny dodge; Immune acid

OFFENSE
Speed 10 ft.
Melee slam +12/+7 (1d8+6 plus adhesive) or mwk dagger +9/+4 (1d4+1, Crit 19-20/x2)
Ranged mwk hand crossbow +13 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +13/+7 (1d4+1, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +5d6
Spell-Like Abilities Known (CL 10th; concentration +12)
     1st (2/day)—vanish, ventriloquism
     0th (3/day)—detect magic

TACTICS
Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

STATISTICS
Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 15
Base Atk +7; CMB +9; CMD 24 (19 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Evolved Familiar, Point-Blank Shot, Precise Shot, Weapon FinesseB
Skills Acrobatics +18, Climb +14, Bluff +19, Disable Device +20, Disguise +15 (+35 as an object), Perception +17, Sense Motive +17, Sleight of Hand +18, Stealth +18, Survival +8, Use Magic Device +10; Racial Modifiers +20 Disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ finesse training (natural), rogue’s edge (Disguise, Stealth), rogue talent (familiar, fast stealth, minor magic, major magic [2]), trapfinding +5
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10), potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, amulet of mighty ghost touch fists +1, bag of holding type II, minor stone cloak, monkey belt, tan bag of tricks, mwk daggers (6), mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

SPECIAL ABILITIES
Adhesive (Ex) Rogue Door automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while Rogue Door is alive without removing the adhesive first. A weapon that strikes Rogue Door is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but Rogue Door can still grapple normally. Rogue Door can dissolve its adhesive at will, and the substance breaks down 5 rounds after it dies. The save DC is Strength-based.
Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
      Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
      Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
      Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Disguise Skill Unlock: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.

Stealth Skill Unlock: Reduce the Stealth penalty from sniping by 10. Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

STONE CLOAK, MINOR Price 10,000 gp; Aura faint abjuration; CL 5th; Weight 1 lb.
This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.

MONKEY BELT           Price 9,400 gp; Aura moderate transmutation; CL 8th; Weight 1 lb.
This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a –5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.

professor ratwicketPROFESSOR RATWICKET
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 34 (5d8; ½ master’s hp)
Fort +3 Ref +9, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Bluff +4, Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, evolution (skilled: Bluff), share spells
Gear top hat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”

I imagine that somewhere somebody has asked the question, “what does Mike play when he gets to sit down in a role other than GM?”

It’s a good question and in answering it, I may have something worth adding to your game!

Every week or so I’ll be posting one of my characters—Farrak the naked half orc sorcerer devotee to a dead god, Befev the sheep rider, Olllld Man, etc.—and we’re going to start off with ROGUE DOOR and his erstwhile companion, PROFESSOR RATWICKET (following up with ELITE ROGUE DOOR next time for you high level rollers out there).

Enjoy!

WARNING: As per usual, there’s a level of levity and whimsy to this character. Use with caution! Rogue Door is ultimately a support PC meant to increase the effectiveness (usually via stealthiness) of more seasoned adventurers and if you put him into the front line of combat, he is very likely to die.

 

Rogue Door

When something needs to be professionally hidden, there’s no name in the halls of thievery more trusted (or distrusted) than ROGUE DOOR.

ROGUE DOOR
Form-trapped mimic unchained rogue 3/sorcerer 1
CG Medium aberration (shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 28 (3d8+1d6+8)
Fort +4, Ref +6, Will +4
Defensive Abilities danger sense +1, evasion; Immune acid

OFFENSE
Speed 10 ft.
Melee slam +5 (1d8+4 plus adhesive) or mwk dagger +6 (1d4+4, Crit 19-20/x2)
Ranged hand crossbow +5 (1d4, Crit 19-20/x2, Range 20 ft.) or mwk dagger +6 (1d4+2, Crit 19-20/x2, Range 10 ft.)
Special Attacks sneak attack +2d6
Sorcerer Spells Known (CL 1st; concentration +3)
     1st (5/day)—magic missile (1d4+1), ventriloquism
     0th—acid splash, detect magic, mage hand, message

TACTICS
Before Combat ROGUE DOOR hides professionally.
During Combat ROGUE DOOR opens a portal to pain for his opponents with sneak attack slams, attempting to only fight in places with many doors.
Morale ROGUE DOOR strikes swiftly but doesn’t often stay for a prolonged combat.

STATISTICS
Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 14
Base Atk +2; CMB +3; CMD 16 (11 vs. steal)
Feats AlertnessB, Deceitful, Eschew MaterialsB, Extra Rogue Talent, Weapon FinesseB
Skills Acrobatics +10, Bluff +11, Disable Device +7, Disguise +11 (+31 to disguise as a door), Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Linguistics +5, Perception +8, Perform (entrance, ventriloquism) +7, Sense Motive +7, Sleight of Hand +7, Stealth +10, Swim +5, Use Magic Device +6; Racial Modifiers +20 disguise when mimicking objects
Languages Common, Halfling, Undercommon
SQ bloodline power (arcane bond: familiar [Professor Ratwicket]), cantrips, finesse training (natural), rogue talent (camouflage, fast stealth), trapfinding +1
Combat Gear potion of cure light wounds (6), potion of expeditious retreat (10) potion of magic fang (3), potion of stone fist (2), potion of touch of the sea (2), acid flask (5), alchemist’s fire (3); Other Gear +1 glamered chain shirt, mwk dagger, mwk hand crossbow (30 bolts), grappling hook, rope (200 ft. silk), sacks (3), 342 gold

SPECIAL ABILITIES
Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 13 Reflex save. A successful DC 13 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.

Pinned Items (Su) Fewer slots, still restricted by location on “body”, easier to steal (-5 CMD).

 

PROFESSOR RATWICKET
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +3

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 14 (4d8; ½ master’s hp)
Fort +2, Ref +5, Will +4
Defensive Abilities improved evasion

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Perform (entrance) -4, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link, share spells
Gear tophat, monocle, and cane mimic-adhesive stuck to head, around eye, and in “hand”

 

Soon. So very, very soon.

Soon. So very, very soon.