Showing posts with label drorrings. Show all posts
Showing posts with label drorrings. Show all posts

Tuesday, April 4, 2017

So I watched Coraline last night

Really good movie.  Sweet and creative.  I don't watch a lot of kids' movies (being an adult with serious grown up tastes, obviously) so IDK how typical it is to show a somewhat less than perfect family but I liked that her parents weren't saints.  The Belle Dame is an amazing monster design (notice she goes through three distinct "looks" as the story goes on, her true form a delayed reveal like in the best horror movies).  It played like a single really excellent encounter or adventure built around one fairly complex monster.

The movie was an excellent fairy or "fair folk" story which hit on a lot of the themes those types of tales do, without being rote about it.  Of course I guess technically it was a ghost story but the line between ghosts and the fair folk is fairly blurred when you really look at the "canon" I guess.  Dullehan is a good example---the headless rider is usually connected to the Fair Folk but seems to be a classic example of undead (same I guess with Jack 'O the Lantern or Will-o-the-Wisps).  That's something I want to push in my Pathfinder game (since I've gone so far as to create monsters of my own and received no complaints I've felt free to make the monsters and their taxonomy my own for a while).  The Fairies and the Undead aren't the same thing anymore than a Leprechaun is a Ghoul but there's a connection there---both are warded away by sacred ground or sacred objects, for instance.

Of course the real question is, if Coraline was a Pathfinder player character what class would she be?  The question is deceptively tricky because Coraline herself is just a kid---a fairly well written one, in that (apologies to my juvenile readers) she's not really a fully-formed person yet.  Who knows what she'd grow up into.  Her character traits (curious/adventurous, willful/demanding, even dare we say BOSSY) could be (or should be, for my money) common to any adventurous type.

What we Know

She likes the outdoors, has no problem getting dirty.  Has something of a green thumb.  Knows the trick of dousing rods.  Druid could work (earth domain obviously, be sure to give her mud ball for her first domain spell).  Her proclivity for crawling and climbing and general agility suggests Rogue.  Appetite and temperament (common to all tween girls, I can say so having grown up with one) suggests Barbarian.  On the other hand seeing as magic is a theme throughout the story Sorcerer or Witch could do her justice.

Buuut I think my first instinct is the best here.

Character Inspired by Coraline - CN Adolescent Human Druid; Med. Humanoid; HD: 1d8+1 (9 hp); Spd: 30 ft; AC: 16 (+2 Dex +3 hide shirt +1 Dodge)Touch 13, FF 13; BaB: +0; CMB: -1; CMD: 11; Atks: Dagger -1 melee/+2 thrown 10 ft (1d4-1 19-20/x2 pierce) or javelin +2 thrown 30 ft (1d6-1 x2 pierce); S/R: 5/5 ft; SA: Acid Dart (sp) +2 ranged touch 30 ft (1d6+1 acid); SQ: Awareness (+1 Svs, Conc. chk), Heart of the Mountains (+2 climb, acrobatics), Fvrd Class: Druid (+1 skill pt), Nature Sense, Wild Empathy, Bond: Earth Domain; Svs: Fort +4, Ref +3, Will +5; Ablts: Str 09 Dex 15 Con 13 Int 13 Wis 15 Cha 10
Feats: Dodge
Skills (1/5) Acrobatics (cc) +4*, Climb +4*, Knowledge (Nature) +7, Perception +6, Survival +8
*-1 chk. pen.
CL: 1st | Conc. Chk: +4 | Spells/Day: 0risons - 3 | lvl 1 - 2+1
Equipment: Dagger, javelins x6, hide shirt, wet weather cloak/boots, waterproof pack, waterskin, GIANT SPOOL OF YARN, pitons, caltrops, misc. camping gear (Med. Load)
Spells Prep'd
0risons - Resistance, Enhanced Diplomacy, Mending
lvl 1 - Mudball, Monkey-Fish, Magic Stone [Domain]

"Well I'm no Picasso, but..."





Wednesday, February 1, 2017

A random table and a picture

Random Orc Generator
Skin Color (roll 1d4)
1. Milk White
2. Ash Grey
3. Pea Green
4. Bruise Purple

Eye Color (roll 1d2)
1. red
2. yellow

Kits (roll 1d8)
1.  Hide armor, greataxe, buckler, javelins x6
2.  Studded leather, falchion, buckler, javelins x6
3.  Scale mail, greatclub, buckler, javelins x6
4. Hide armor, battleaxe, heavy shield, javelins x6
5. Studded leather, longsword, light shield, shortbow, arrows x20
6.  Studded leather, falchion, shortbow, arrows x20
7.  Scale mail, battleaxe, heavy shield, javelins x6
8.  Scale mail, greataxe, shortbow, arrows x20

Alignment (roll 1d100)
001-60 | Chaotic Evil 
61-81 | Chaotic Neutral
82-94 | Neutral Evil
95-100 | True Neutral 

Details (roll 1d20 2-3x, reroll contradictory results)
1. Giant weasel pelt used for serape-like belt
2. Hair gelled up into a volcano of spikes 
3. Face painted in crude depiction of orc cosmos, flames of hell surround lonely orb of earth at center, Eye of Gruumsh above
4.  Tongue tip split, wood plug hammered through lip.  This orc cannot speak without a torrent of spit issuing forth. 
5. Layers of red hawk, brown eagle and black crow feathers crown the back of the hair.  Raptor talons tied to hair tresses.  50% chance this orc thinks he can fly.   
6. Armor fringed with (1d4) 1. elaborate tassels of fluffy squirrel tale, 2. red fox fur, 3. honeyblonde weasel fur, 4. teeth, hundreds of teeth
7. Necklace of ears, shriveled and black 
8. Bracers fringed with raven feathers
9. Rows of jawbones (pig, orc, man) hang from shoulders like a set of spaulders
10. Ogre jawbone gorget
11. Ogre or Ettin skull helmet, painted eye of Gruumsh on crown to help avoid falling arrows
12. Brass studs and rings in face
13. Giant rift-like scar down middle of face
14. Wolf's skull and pelt as headdress
15. Broken tusk
16.  Dire boar tusks crossed over shoulders, pinning mantle
17.  Scarred/missing eye
18. One ear torn off
19.  Necklace of rabbit's foot, chicken bones, wolf fangs and other fetishes
20.  Eye of Gruumsh inked onto (1d4)  1. chin  2. brow 3. back of hand  4. tongue

Special Loot (1d6)
1.  Preserved eye in tiny brine jar.  A common good luck charm.  
2. Small map of the universe inked onto deerskin in gaul/purple blood preparation.  A common meditation tool to prepare for a warrior's death.  In orc cosmology, hell is the starry cosmos surrounding the earth, with Gruumsh's Eye (the moon) towering over all. 
3.  Scraps of steel mail or dire animal hide.  Anyone with the appropriate craft skill could stitch these onto their armor for repairs/a little extra protection. 
4.  1d8 husks of tiny (legs 18" across) monstrous spiders, carefully gathered and wrapped in sacks, each sack tied to an arrow.  When cave spiders molt orcs like to collect the husks, tie them up in sacks, tie the sacks to arrows and shoot them en masse at the enemy.  Everyone knows spiders are extremely unlucky (being associated with the Elves Below) so the concentration of 500 dead spiders will draw bad luck down in force on an enemy position.
5.  A special nail and tooth colorant of pine pitch and red dye.  Does not stain skin, smells strongly.
6.  A small bag of smashed crow skulls.  Shake the bag when you have a question and the rattling of the bone fragments inside is supposed to speak wisdom.  Sort of the orc version of a Magic 8-Ball.


Character Drawing: Female Half-Orc Paladin