It took me quite a while to find out what figure this was. I finally found out what it is: Doom Bunny, the Black Rabbit of Death, WF17 · 23-617 by Richard Kerr. It is a male humanoid rabbit wearing leather lamellar or banded mail, with a helm and war axe. He is supposed to have a shield, but I got him second hand and it was missing.
Spring is here and there lots of things to do to get things ready for a productive garden. Yesterday, I did a lot of work in the garden:
- Started seeds in mini greenhouses under grow lights
- Various Squash
- Dwarf Moringa
- Litchi tomato
- I’ll readied others to plant more seeds this week
- cleaned out and rearranged the greenhouse
- drilled and put more worm pipes each raised bed (3 this time)
- started cleaning the yard up
This was a lot of work and now I’m tired, I’ll try to do more this week, but since I’ve been on overtime these past two months and only have Sunday off—I haven’t had much free time. Time to go shopping for more supplies and then to eat lunch.
We came back and decided to buy our dirt from the local compost facility at Bee’s Ferry Landfill (yard debris is composted there), it’s cheaper especially in bulk amounts. But we will have to buy the cinderblocks from Home Depot to outline the raised beds.
I am in the process of moving to WordPress, because I can’t edit my page at Weebly. I’ve tried contacting support but they won’t even reply so I’m moving over my content to WordPress.
I did like my Weebly site but now can’t even load it up, so it’s time for a new start elsewhere.
Foxkin (12 RP) [Kitsune ancestry updated]
Medium Humanoid (animal-folk)
- +2 to 2 ability scores of choice. (2 RP)
- Type: Foxkin are humanoids with the animal-folk subtype. (0 RP)
- Darkvision: Foxkin can see twice as far as a race with normal vision in conditions of dim light. (2 RP)
- Medium: Foxkin are medium creatures. (0 RP)
- Standard Speed: Foxkin have a base speed of 30 ft. (0 RP)
- Keen Senses: Foxkin gain a +2 racial bonus to Perception checks while in their forest home. (2 RP)
- Stalker: Perception and Stealth are always class skills for Foxkin. (1 RP)
- Silent Hunter: Foxkin reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). (2 RP)
- Beguiling Liar: Foxkin gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. (2 RP)
- Greed: Foxkin gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. (1 RP)
- Languages: Foxkin begin play speaking Vulpis and Common. Bonus: Elven, Gnome, Halfling, Sylvan. (0 RP)
Alternate Racial Traits
- Nimble Attacks: Foxkin receive Weapon Finesse as a bonus feat. Replaces keen senses.
- Scent: Foxkin gain the scent ability. Replaces beguiling liar and silent hunter.
- Cornered Fury: Whenever a foxkin is reduced to half its hit points or fewer and has no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class. Replaces silent hunter and stalker.
- Lucky, lesser: Foxkin gain a +1 racial bonus on all saving throws. Replaces greed.
- Shadow Blending: Foxkin Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability. Replaces silent hunter.
- Quick Reactions: Foxkin receive Improved Initiative as a bonus feat. Replaces keen senses.
- Silver Tongued: Foxkin gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. Replaces beguiling liar and greed.
- Kitsune Ancestry: Foxkin gain the outsider subtype and choose from below (Replaces beguiling liar and greed):
- Change Shape, lesser: Foxkin are able to polymorph into a fox of their size.
- Elemental Summoner (fire):Foxkin gain the ability to summon a creature with the fire subtype with a summon spell, increase the duration of that spell by 2 rounds.
- Pyromaniac: Foxkin race are treated as +2 levels higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level.
- Seducer: Foxkin add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm persononce per day as a spell-like ability (caster level is equal to the user’s character level)
While arranging my bookshelves today, I found two books buried under a stack of miscellaneous items. They are: How to Stay Alive in the Woods by Bradford Angier and Walking Softly in the Wilderness by John Hart. This is a blast from the past as I’ve had these books since I was back home in Washington State.
The first is an earlier edition printed in 1962 but the original copyright is from 1956. The summary on the back says: could you, if your life depended on it, may nature sustain you? This book, written with the sure knowledge that comes from experience, demonstrates to youngsters and adults alike that every necessity of life is the ones command in the outdoors.
The author, a season camper, shows how to spark of fire by using a drop of water as a lens; had to test different plants for edibility and how to cook wild fruits, leaves, herbs, and roots; how to improvise fishing equipment and animal traps; where to find shelter; and how to make clothing.
This book is a “survival kit.” It may save your life.
This is the handbook that belongs in every sportsmen’s knapsack. Now I know this is an old addition and there are many updated versions. It is mostly text with few pictures but there it is lots of good information inside.
The latter book is listed as being the Sierra club guide to backpacking. Summary on the back says this is: if “out of the Sierra club’s extensive back country hiking and camping experience comes as completely revised and updated guide for both novice and veterans backpackers who want to explore the wilderness expert lead and gently. This invaluable handbook includes the very latest information on:
- Boots and Foot Care
- Home in a pack
- Sleeping bags and kitchen gear
- Getting fit
- Planning the trip
- Making and breaking camp
- Food and fuel
- The art of map and compass
- The waste problem
- Coping with emergencies
- Camping with children
- Snow and ice camping
- The politics of wilderness
This book was printed in 1984 of the original copyright is from 1948. This book has more detailed and width updated information than the previous one. One of the main differences in these books is that one is about survival and the others about backpacking, camping and hiking. They do complement each other at times cover the same material.
Mycili 14 RP
Small or Medium Fey (fey)
- +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
- Fey: Mycili are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype. (2 RP)
- Mycili gain a +2 resistance to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing.
- Small: Mycili are small creatures, +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide check. (0 RP)
- Slow Speed: Mycili have a movement of 20 feet. (-1 RP)
- Blind: Mycili have no eyes. (-2 RP)
- Carrion Sense: Mycili have a natural ability to sniff out carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. This racial trait give them a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points). (1 RP)
- Sporespeech: Mycili are physically incapable of speaking and instead communicate with others that have been exposed to their spores via a limited form of telepathy called “sporespeech.” Mycili may still cast spells with verbal components and/or make use of bardic music abilities (and any other effect that requires audible communication) using sporespeech just as well as a speaking creature can. Their passive spores travel as far as a voice can carry and a mycili can choose who “hears” their sporespeech about as well as a normal person can (in a manner similar to adjusting the volume of one’s voice). Sporespeech can be “overheard” with a Perception check just as easily as a normal voice can. Mycili who are sufficiently bound cannot use sporespeech as it prevents the spread of their spores. A Mycili may still use Silent Spell to cast spells while so bound, or without anyone “hearing” the verbal component of their spells. (2 RP)
- Spore Cloud (Sleep): Mycili gain the ability to create a cloud of spores (sleep), range 10 feet. At Will: These spores affect all breathing creatures as a sleep spell . They must make a Will save (DC 12). If they fail they fall asleep for 1d4+4 rounds. If they save for 1/2, they are slowed for the same amount of time. (1 RP)
- Grasping Tendrils: Mycili gain the Improved Grapple Feat, they are able to grapple with opponents 1 size smaller or less. They have 2 tendrils that can whip out and deal 1d4 damage per tendril that hits (2 RP)
- Take Root: Mycili gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
- Camouflage, greater: Mycili gain the ability to appear as any fungus species including Myconids, of their size. (3 RP)
- Sticky Tendril: Mycili use one of their Tendrils as a tongue/lure. They are able to grab nearby objects as if it had the attach quality. This tendril has a toxic gel coating it that imparts paralysis to the creature grabbed. (3 RP)
- Language: Sporespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)
Alternate Racial Traits
- Life Infusion (heal): Mycili gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spore cloud.
- Impaling Tendrils: Mycili gain the ability to stiffen their Tendrils into spears, 1d8 damage, 2/day. Replaces camouflage.
- Improved Sticky Tongue: Mycili gain the ability to pull objects of their own size with their sticky tongue tendril. (Keeps the previous traits) Replaces sticky tendril.
- Low-Light Vision: Mycili can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Replaces carrion sense.
- Tremorsense: Mycili gain tremorsense out to 30 feet. Replaces carrion sense.
This a race of humanoid mushrooms, they come in a variety of shapes and sizes. They are often mistaken for Myconids, but are Fey instead of Plants.
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