Character:Name: Fellsoil Dreamender??? the Male Night Troll "Hrrrmm. This name will take some getting used too. If I decide I don't like it, I can ignore it until it goes away, or terrorize another settlement in hopes of getting a better one."
Physical Traits:
Arrow Lodged in Shoulder, Fractured Thumb
Tattooed Arms "Prevents me from getting magic fatigued as easily, and even helps out a bit with casting. Also: Fashionable."
Springy Legs "I wish I could fly, but being able to jump like a flea and kick peoples ribs in is the next best thing."
Camouflaged Body "I can be invisible... at a glance or at a distance."
Hypnotic Gaze "I'm good at disabling a mortal's self preservation instinct... not so good at predicting his actions once I do."
Skills:
Eon Manipulation (+5) "Eon Manipulation is a family tradition. I hope to someday be as good as my father..."
Stealth (+4) "They can't escape what they can't see!"
Dark Manipulation (+2) "The night is my birthright and my greatest ally..."
Communication (+2) "Even for one as hideous as myself, a silver tongue goes a long way!"
Night Creature Empathy (+1) "Because it pays to be friends with other night dwellers."
Fire Manipulation (+1) "Fire is one of the few things capable of scaring mortals as much as I do. It makes sense that I should master it."
Plant Empathy (+1) "I can use this skill to navigate the forest... among other things."
Inventory:
A cursed bracelet of plant reading [+1 when listening to plants] (Worn, right arm, boosts Plant Empathy in some situations)
Steel Buckler (Wielded, left arm)
An Elf-Tooth Charm Necklace of Healing (Worn)
Alchemist's Work Outfit [Shirt, Apron, Pants] (Worn)
-A Soul Catcher Necklace (Worn)
-2 Large Rubies (In Pocket)
-1 Small Sack of Assorted Dragon Bits [Small Bones, Scales, Teeth, Ect] (In Pocket)
-1 Small Sack Labeled 'Warning: Gunpowder' (In Pocket)
-1 Book Titled 'Intro to the Inferno: The Scourge's Guide to Flame Manipulation' (In Pocket)
-1 Book Titled 'The Devil's Cookbook: Alchemy for Those Lacking in Moral Fiber' (In Pocket)
Thick Belt (Worn)
-Scorchedjade, An Artifact Rose Quartz Spear [Unknown Enchantment(s)]
-1 Large Knife (Sheathed, Hanging from Belt)
"I'm well equipped to handle any situation!"
Perks:
Magic Perks
Budding Animal Empath: You will gain the animal empathy skill if you succeed in 1 animal empathy actions, or successfully study it in a book
Budding Lore Keeper of Notcheclaw: You will gain the loreminder [Notcheclaw] skill if you study her scripture or train with an instructor 4 more times.
Budding Priest of Notcheclaw: You will gain the Invocation [Notcheclaw] skill if you study her scripture or train with an instructor 2 more times.
Aspiring Water Manipulator: You will gain the water manipulation skill if you succeed in 6 water manipulation actions, or train extensively with somebody who has it
Aspiring Swordsman: You will gain the Armed Combat [Swords] skill if you succeed in 6 sword combat actions, or train extensively with somebody who has it
Bug Speaker: You do not suffer an untrained skill penalty for using animal empathy on bugs
Bird Speaker: You do not suffer an untrained skill penalty for using animal empathy on birds
Youth Speaker: Take a +1 to any attempt to communicate with a mortal who is under 30 (Or equivilant to being under 30 for non humans)
Reproductive Perks
Mature: You are physically and mentally capable of converting and impregnating mates. To do so you must spend a "Gift" perk. "Gift" perks can be gained by rolling very high, learning new skills, or through other supernatural means. If you create a child it may be born with some traits of it's mother in addition to whatever gift you use to conceive it.
Gift of Hideousness: Can be spent to convert or impregnate a mate. The night troll created will appear so unatural and ugly that it will almost always elicit a powerful emotional response (typically fear, disgust, or anger) in any mortal who lays eyes on it. Bun in the Oven
Gift of Inferno's Embrace: Can be spent to convert or impregnate a mate. The night troll created will be able to make itself as one with any sufficiently large blaize. While merged with a fire a night troll is nearly invincible, has the ability to materialize anywhere near it, and exert some control over the direction and rate of it's spread.
Gift of Withering Touch: Can be spent to convert or impregnate a mate. The night troll created will have the ability to cause mortal beings to age upon physical contact. Humans can be brought from infancy to natural death in about 30 minutes. Dwarves take about three times that much. Elves and Goblins can be aged to physical maturity, but not beyond that point.
Gift of Battlelust: Can be spent to convert or impregnate a mate. The night troll created will have thick natural armor and the ability to enter into a martial trance when cornered.
Gift of the Left Stone: Can be spent to convert a female or impregnate a mate. Instead of producing a son or a consort, this gift creates a fully functional female night troll. The traits gained depends on the female converted or consort impregnated.
Recipes:
Drought of Perception Blotting: Causes the drinker to become invisible to members of a single sentient race unless the drinker tries to get their attention or is pointed out to them.
-1 Brain of the Race you wish to be not noticed by
-1 Fistfull of ash from burned oak
-1 1 Large Mug of digestive juices from a mammal
Other Party Members:
Gwendolyn, the Night Troll Consort (Recovering From Birth)
-Loincloth
-Steel Sword
-Steel Sword
-Wood Shovel
Cherlyn, the Night Troll Consort (Healthy, Unfamiliar with her own body)
-Black Thief's Clothing
-Diamond Studded Gold Necklace
-Pair of Ruby Studded Bronze Earings
-Obsidian Dagger (Enchanted)
-23 Iron Lockpicks
-Retreat of Oakworshiped Skeleton Key
-Oak Wand
-Coin Purse [5 Dawnmaiden Gold Coin]
Jimma, the Night Troll Consort Puppet (Healthy, Unfamiliar with her own body, Pregnant 0/?? Fear for Baby)
-Scrap Cloth Loincloth
-Steel Battleaxe
-Set of Steel Chain-mail
Alice, the Night Troll Consort (Healthy, Unfamiliar with her own body)
-Steel Combat Knife
-Steel Workman's Ax
-Bow of the North Wind
-Coin Purse [33 Dwanmaiden Silver Coin, 3 Foghorn the Vile Aluminum Doubloons]
Unamed Baby Night Troll (Hypnotic Gaze, Tattooed Arms, Camouflaged Body, Springy Legs, Tumors of Blinking)
Reposting just in case (with small update)
1) Order our ghost to make gauntlets, helmets and boots, any unused metal is bad. Any body protection is good
2) Train armed combat, friendly sparring is always good way to improve relations and we need to not rely only on our magic. Train armor usage, too
Covering the hands is a great way to retard one's ability to cast, and your feet and lower legs tend to distort and dislocate while spring jumping (rendering heavy metal boots a bad idea), so you head down to the forge and remind the ghost that you want some proper helmets.
As a sneaky thief you doubt Cherlyn would appreciate anything other than a small helmet that could be concealed under her hood. Anything else would either be noisy, restrict her movement and dexterity, or both. You order the same for her as you do for yourself.
Alice is around, so you consult with her on her armor choices. She has never used metal armor before, and figures it would be cumbersome to fly in. She refuses even a helmet, but promises to acquire leather armor to cover as much of her body as her wings allow.
Gwendolyn also informs you that she would not be comfortable in metal armor, but at least you are able to convince her to take a helmet. You also tell her that she can go back to using her wooden swords. She sheepishly informs you that she threw a fit and snapped both of them, and will need your help collecting souls for future enchantments.
Jimma is well outfitted for combat in her chain armor, but informs you that she is trained and comfortable in full plate armor should you ever need her to give up mobility for durability. You doubt there is enough metal around to cloth the puppet in full plate, but you make a note to remember the option for the future.
The ghostly smith tells you he should have the gear ready in about 24 hours, and you leave to train. First, since you already have some practice in the area, you borrow one of Gwendolyn's swords and fence with her for awhile. You spend several hours having your ass thoroughly handed to you in spar after spar without learning much before deciding to try something different.
1d20 = 10 - 3(Untrained Skill) = 7Concluding that you might as well make use of the artifact you have been delt, you decide to devote some time to practicing with the spear. You decide to spar with Jimma, who is more than skilled enough to parry your blows and keep you on your feet. You quickly learn how lucky you were to have caught her with your trap; the puppet is a fierce combatant and not one you would like to face.
As you train frustration grows, you have not been able to win an exchange with either of your sparing partners all day. Eventually you stab the tip of the artifact weapon into the ground in a small fit of rage. The spear sparks you with powerful magical energy in response, turning more of your possessions into sand.
1d20 = 1 - 3(Untrained Skill) + 2(Artifact = 0 Cherlyn returns with good news.
"Oakworshiped should be a simple task now. I burned their stockpile of wooden arms and armor, and managed to lure away and discreetly kill a few notable guards. With any luck nobody will even know they are missing for a few days. To make things even better I managed to get hold of a guard's skeleton key. Such a key should be able to get us into any residential tree in town that isn't smart enough to enchant the locks." 1d20 = 16 + 5(Minion is Very Well Suited for Task) = 21