mercoledì 15 novembre 2017

Tribute: The White Ferret

A few days ago, some images like this began circulating on the web.


Together with the images, there was this message.

Hello Awesome Crafters,
Last week my 17 year old son Wyatt Ferris took his own life after suffering a traumatic brain injury. He was very active in the gaming community, both as player and GM. In order to show our endless love for Wyatt and to honor his countless hours at the gaming tables, we're asking GMs and storytellers around the world to add Wyatt as an NPC in your games. Wyatt was a paladin, cavalier, war priest, rogue, swashbuckler, investigator, Hellknight bodyguard, and more. Please see the photos here of Wyatt and use the hashtags #Play4Wyatt #WyattNPC so we can follow his continued adventures. Thank you for helping this broken hearted mother mend after this tragic loss. I love the gaming community for starting this for my son. My Twitter is @baddicebad.

The only thing I can do for this family and this beautiful boy, as a mom and a (I hope) designer, is to join this chain of love.
So, please, feel free to use this superhero to save your PCs when they are in trouble.

Ferryman Whitt/The White Ferret CR 21
XP 102,400
Human vigilante 8 (Zealot)/Evangelist 9/marshal 8
NG/CG Medium humanoid (human, mythic)
Init +17; Senses Perception +18
Defense
Fort +11, Ref +16, Will +14
AC 24, touch 17, flat-footed 17 (+7 armor, +5 Dex, +2 dodge)
hp 176 (17d8+76+32)
Defensive Abilities hard to kill, mythic saving throws, recuperation, unshakable +16, unstoppable; Immune non-mythic diseases, fear, and poison
Offense
Speed 30 ft.
Melee +5 benevolent dueling rapier +22/+17/+12 (1d6+13, 18-20)/Cailean’s fighting tankard +16/+11 (1d6+9)
Ranged +1 conserving shortbow +18/+13/+8 (1d6, x3)
Special Attacks fire of belief 8/day (1d6+8 damage), frightening appearance (DC 23), intoxicating strike 1/day, mythic power 19/day, smite evil 5/day (+5 attack, +16/+32 damage), startling appearance, surge +1d10
Spell-Like Abilities (CL 17th; concentration +22)
3/day- liberating command
2/day- knock
1/day- dispel magic
Zealot Spells Known (CL 16th; concentration +21)
6th Level (1/day)- heal, unshakeable zeal
5th Level (4/day)- break enchantment, compelling rant, dispel evil, mass cure light wounds
4th Level (5/day)- cure critical wounds, divine power, freedom of movement, mass daze (DC 19), restoration
3rd Level (6/day)- burst of speed, contagious zeal, create food and water, cure serious wounds, heroism
2nd Level (6/day)- cure moderate wounds, delay poison, enthrall (DC 17), lesser restoration, remove paralysis, sense fear
1st Level (7/day)- cure light wounds, detect evil, divine favor, pick your poison, protection from evil, remove fear
0-Level (at will)- create water, daze (DC 15), detect magic, detect poison, read magic, virtue
Domain Fervor inquisition
Tactics
Before Combat Whitt always gathers all information he can about any new face in town. If someone looks like trouble, he tries to “know them better” over a mug of his homemade ale before engaging in combat. When The White Ferret enters, he will have his fighting tankard full and all his protective spells on.
During Combat The White Ferret fights with rapier and tankard. His fighting tankard functions as a light mace rather than a light hammer because of his divine fighting style, and is always charged with five cure potions and one dose of ale. The White Ferret uses his agility and improvisational talents to dodge the opponent’s strikes and buff himself and his allies.
Morale If there’s no point in continuing a fight, the White Ferret evokes his illusory drinking buddy and disappears in the turmoil.
Statistics
Str 10, Dex 20, Con 19, Int 16, Wis 20, Cha 21
Base Atk +12; CMB +12 (+14 on disarm, feint, and dirty trick with tankards); CMD 27 (29 vs. disarm, 31 vs. bull rush and trip)
Traits Acrobat, Fortified Drinker
Feats Acrobatic, Amateur Swashbuckler, Ballroom Brawler, Deific Obedience, Divine Fighting Technique, Drink is LifeM, Great FortitudeM, Improved Two-Weapon Fighting, Street Smarts*, Truth in Wine, Two-Weapon FightingM, Weapon Finesse*, Weapon FocusM (rapier)
Skills Acrobatics +24, Appraise +16, Bluff +18, Craft (alchemy) +16, Diplomacy +18/+22, Disguise +18, Escape Artist +18, Heal +18/+22, Intimidate +18, Knowledge (local) +20, Knowledge (religion) +16, Perception +18, Perform (sing) +18/+22, Profession (brewer) +18, Sense Motive +22/+26, Stealth +18
Languages Common, Dwarven, Elven, Gnomic, Halfling, Sylvan
SQ amazing initiative, aura of good, divine boons (liberation, drinking buddy 1/day  [17 rounds], intoxicating strike), dodging panache (+5), dual identity, fervent action, force of will, gift of tongues, marshal’s order (advance), multitude of talents, mythic path abilities (beacon of hope, commanding entrance, confidence, fearless, master of mercy, menacing presence, persuasive countenance, pure body), panache (5 points), protective grace +2, seamless guise, skilled (Perform, Sleight of Hand), social talents (companion of the lonely, discreet enquiries, feign innocence, gossip collector, intrigue feats, obscurity, safe house, social grace [Diplomacy, Heal, Perform (sing), Sense Motive], vigilante talents (environmental weapon [Forest, Mountain, Urban, Water], lethal grace, zealot smite)
Gear +1 conserving shortbow (8,330 gp) with 20 arrows (20 gp), +5 benevolent dueling rapier (86,320 gp), +5 champion expeditious vouchsafing leather armor (102,160 gp), belt of physical might +4 (Dex, Con) (40,000 gp), Cailean’s fighting tankard (10,301 gp), headband of mental superiority +4 (64,000 gp), potions of cure serious wounds (750 gp), purifying pearl (19,000 gp), quick change mask (650 gp), ring of delayed doom (9 stones) (45,000 gp), rod of splendor (25,000 gp), stagger-proof boots (2,000 gp), true love locket (6,000 gp), vigilante’s kit (8 gp), 461 gp in coins and jewels.

Great Hero The White Ferret has the stats, traits, and gear of a PC of equivalent level, increasing his CR of 1.

His tranquil river village only knows him as Whitt, the local ferryman and brewer, but The White Ferret is really much more. Once a slave in the nearby evil-dominated land, he escaped thanks to fortuitous circumstances and gave thanks to the God of Wine for his freedom, pledging to help others to escape tyrants and pursuers. Keeping a low profile, he is often in the town’s tavern, offering drinks to familiar faces and newcomers both, and keeping his ears open for gossip and alarming news. He helps as many fugitives as he can to hide, passing the river safely, and finding the way for a safe place once on the opposite side. He also keeps at bay evildoers and slavers and gathers friends and allies for the day when the nearby country’s armies will try to invade his town. That day, they will find the thing’s not so easy...





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