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Rank #1341 on Comments
Level 321 Comments: Covered In Thumbs
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What people say about TheMather
latest user's comments
- Her powers are basically an amplification of her natural provo…
where is the love for the...
She needs a gay dude friend.
She does have a kid she hangs around with whose immune to her powers
It's theorized to be because he either hasn't gone through puberty yet, is secretly gay, or is secretly an incubus
Lmao she'd turn him straight
- That makes me think, since the HS fandom got so full of SJWs t…
God approves this
Hussie has become a complete SJW, and is removing stuff like his old humanimals, or similar comics where he mocked gays, blacks and other minorities. He officiated for his tumblr crowd's friends lesbian wedding, and hasn't been seen at cons for months. He's whipped, plain and simple.
Also, the new thing happening is gonna be trash. I can already tell.
- >> #149 , I head on towards the room straight ahead.
Your display of strength and nonchalantness cause alarm in the goblins, the wolves however, understand exactly how strong you are and refuse to move from their spots, lowering their heads in submission and eventually sitting down, sensing that no fighting would be done right now. The goblins notice the actions of their animal companions and decide to not take hasty action.
"You not cause trouble for us? We no fight you! Pass! Pass and leave us to job! Dont tell Grok!" One finally says and turns to the side, signifying that they want nothing to do with you, and leaving you to continue to the last room on this floor.
Mather gives the sentries an appreciative nod.
"Don't worry, I won't tell him. I'll be coming back to escort you out once my business here is done, so try not to get in trouble."
Mather starts to move towards the final room, turning around one last time before he exits the room.
"Those are good companions you've got there, take great care of them."
With that, Mather heads for room 7.
The goblins keep quite as you pass through, making your way to the next and final room on this floor, you ponder what you will find on the second layer. Entering the room, you see a doorway leading to what you can ancestrally feel out as a stairwell down to the second floor, another doorway is locked off by an iron gate but you can see a stairway that leads back up to the surface, exactly where it would come out to you dont know.
Mather heads towards the stairwell to the next floor.
You make your way down to the second level of the mine, as you clear the stairs you smell the strong smell of iron filing and the distinct smell that trodden dirt gives off in the presence of heat, it was evident that this floor had a lot more traversal than the previous one. Using your ancestral powers, you get a layout of the land, giving you a map of the floor, but no idea what to expect from each room, right now you stood in a few straight forward passageways, leading to 2 rooms.
Mather heads towards the nearest room.
You make your way into the first room and find a sight you didnt expect. Dried blood caked the floor and walls in some places; pieces of scrap metal and broken equipment litter the central area and whatever categorization and order this room had before is now gone.
Whatever had happened here must have happened at least a day ago, given by how arid the blood was as it mixed in with the dirt. Apart from that, this room was empty, but it served well as a warning as to what was to come, taking a moment to survey the room once more, you could hear scratchy and smooth voices coming from down the next corridor.
I head into the dead end and engage the voices.
"You guys lost?"
Entering the little side path, you come to a utility shelter that holds something you dont expect, a menacing goblin has cornered a little girl and both of them are engaged in heated discussion. You cannot understand what they are saying as it is not a tongue you have heard before, but by the tone of their voices you think that the goblin is being aggressive whilst the girl is showing signs of refusal and resistance. Both are so engaged in the conversation that they dont realize you appearing behind them.
The moment you vocalize yourself, the goblin turns around and brandishes his knife and lunges towards you with a yell, meanwhile the girl tightly clutches her staff and closes her eyes. The knife bounces off your armor and the goblin stares up at you, anger and defiance apparent as it flashes its teeth with a snarl.
"You really shouldn't try that again, if you value your life."
As if to emphasize what he's saying, Mather calls Fenrir to his side with a gesture.
"You need some help there, miss?"
The goblin sneered and held his knife still in position to strike, the girl had closed her eyes at this point and scrunched to a ball on the floor, fearing whatever outcome she was imagining. Clearly not understanding your words, the male goblin struck once more, only to have his dagger ring and deflect of the wondermail, rage and spittle coming off from the small green thing, it poses for another attack.
With a nod of the head, Mather commands Fenrir to position himself between the Goblin and the girl, shielding her.
As the wolf obeys, Mather strikes the Goblin's armed hand, punching the dagger out of his grasp and fracturing his arm.
"Yield, or the next one will hit your face!"
Mather - Strike (Disarm) - 408, CRIT (Would have done 20 DMG before bonuses).
With a sickening crunch you crush the goblins striking arm, causing it to let out a low grunt as the instantaneous pain causes it to pass out. Looking up from her fetal position, the girl notices the dog blocking her way, peering past it she is left in shock as the goblin lay face down and motionless.
You are certain that you did not kill the creature, its shallow breathe proof of such matters, but it would appear the girl does not think so, tearing up, she tries to reach out towards the fallen goblin but is too afraid by the wolf to approach. In a tone mixed with tears, she speaks a language much like the goblins directed at both you and the downed being, suggesting that something else was going on here than a simple attack by a goblin.
Mather calls Fenrir back to his side with a gesture, kneeling down beside the goblin as he sends two of the Psionic Fragments to it, then looks for something to serve as a splint for its arm.
"Don't worry, he's not dead, just passed out."
Mather scratches Fenrir behind the ear.
"And Fenrir here doesn't bite unless I tell him to."
The little girl blinks tears as she takes in your words, slightly calming her breathing and continuing to come closer in order to inspect the body. "He'z not ded...not ded..jus passd outt" she repeats with a heavy accent of something you dont recognize.
Turning back to you, her eyes have changed from fear to determination, "You...not ded Grinwick. You...take..job of Grinwick!" she says with increasing fervor, "Must get itz to king! Must get egg to King!" she shouts and produces an odd luminescent and earthen sphere from her robe, you can sense significant magic coming from it, but you cant quite identify what it is exactly. Pausing for a second, the girl gives you a pout and finishes it off with a 'pwease?'.
"Sure, I can help you with that. Where is this king?"
You enter a rather small room with a scatter of equipment and a rather large pile of rock in the middle, with your dwarven sense you can tell that the majority of the rock is basic stone, but something magical lies deep within, you also notice that some of the ground is looser than other areas, making the ground have a patchwork of hard floor and up-churned stone. There is a door on the other side of the room that leads south.
Mather takes a moment to observe the pile of rock, then activates Super Strength
Immediate Action (4 MP) – When making a melee Strike or Strength attack roll. The attack gains +4 base damage.
and Hammering Blows
Free Action (Fatigue ) – Your next unarmed attack deals +4 damage if the target Blocks or has any Protection or Durability.
as he strikes the rock with his gauntlet.
Strike - 105 - 14 Base DMG, +4 DMG against Durability, +5 DMG against earth and stone.
Passive – You deal +1 damage to creatures and objects made of earth, stone, or metal.
Gauntlet of the Grey King:
Passive – Attacks with this weapon deal +4 damage to creatures and objects made of earth or stone.
Protection 1 (Fatigue).
The poor golem that was left here as some form of sentry stood no chance against your earthen powers, shattering to rubble before it even fully awoke, however, the encounter was not over, 2 rather large sized worms burst out of the ground as pieces of rock fell into the softened dirt around the now destroyed golem.
Hissing and wriggling, one of the beasts burrowed back underground and shifted under the earth, luckily your earth sense told you that it was trying to move directly under you, meanwhile, the other doomworm gathers a ball of viscus liquid into its mouth and sprays it forth, causing you and your surrounding area to get covered in some sort of sticky substance, luckily it did not seem to hurt you at all, but its made movement a lot harder.
You now face two foes, one hidden and one directly in front of you, how do you proceed?
Mather - HP 41, MP 47/51, DUR 12 - Protection , Sticky, Fatigue 
Doomworm1 - 0 wounds, 0 drain
Doomworm2 - 0 wounds, 0 drain - Burrowed 
"Fenrir, strike the visible worm! Mewnite, Dominate the one underground!"
Seeing the error of what he had done, Mather leans in and touches the remaining rubble as he activates Rubble Rouser
Standard Action (X MP) – Repair an earthen or stone creature or object you touch, restoring an amount of HP or Durability equal to half the mana spent. If the object is dwarven in origin, it recovers twice as much HP or Durability.
and repairs the golem using 20 MP.
Fenrir - Strike - 158, CRIT - 6 Base DMG.
Mewnite - Dominate - 18 vs WIL - 6 Base MP DMG.
Standard Action (4 MP): WIL
Ranged magic WIL attack, deals 4 + INT MP damage.
If the victim is a follower, they are Dazed  regardless of the result.
Non-adjacent victims contest the attack with their WIL.
Your earthen magic restores the golem back to life! Congratulations! You now have an additional enemy to fight!
Having become reactivated, the golem stares down at you and the worms and angrily shouts in earthan tone, it becomes very evident that whoever put this golem here did not do it for the safety of the mine, perhaps it is a guard by the invading monsters? Either way, it's battle cry seems to have boosted its strengths as small bits of earth float up and collect into its arms, making itself a little bigger and bulkier.
Meanwhile, the two worms are not having such a good day, Fenrir lunges forward and lands a deep wound on the beast as its attention was solely focused on you, rearing in pain it collapses into a bleeding mess of green ooze. Meanwhile, the second
worm launches upwards out of the dirt and scores a wound on you as Mewnite attempts to break into its mind. Trading blows the worm is worse for wear but still an active threat.
Mather - HP 37/41, MP 31/51, DUR 12 - Protection , Sticky, Fatigue 
Golem - 0 wounds, 0 drain - Earth Grace 
Doomworm1 - Defeated
Doomworm2 - 4 wounds, 0 drain
"Fenrir, take care of the worm! Mewnite, Ascend!"
With that, Mather activates his Emerald and uses 12 MP to coat himself in a layer of clay
Standard Action (X MP, minimum 1) – You gain a layer of hard clay that grants 1 Protection and X Durability, where X is equal to the mana spent. While the Durability persists, you gain a bonus to Toughness and a penalty to Agility equal to 1/4 the amount of Durability remaining.
and faces down the Golem.
"And you stand down you glorified pebble, or I'll grind you to sand!"
Fenrir - Strike - 142 - 6 Base DMG
Ascension – Standard Action:
For 3 rounds, Mewnite may use its WIL instead of its STR and TUF for actions and contests.
Mewnite gains the following benefits:
Resistance (Metal) 25% 
Flight (Slow) 
Clarity 3  while in combat
+2 INT and WIL 
Mewnite may give any or all of these benefits to an adjacent plant creature, if you desire, but does not gain those benefits himself.
With another strike the other worm goes down, gurgling from the neck wound it just received from the ferocious wolf. Mather on the other hand attempts to stare down a pile of sentient rocks by being more rock himself, however, all this seems to achieve is another deafening roar as it casts more essence upon itself, however this time imbuing itself with heat and magma instead. Slamming its foot down, the now 4 times your size golem oozes with clumps of smoldering rock and heat.
Mather - HP 37/41, MP 23/51, DUR 12 - Protection , Sticky, Fatigue 
Golem - 0 wounds, 0 drain - Earth Grace , Magma Blessings 
Doomworm1 - Defeated
Doomworm2 - Defeated
"A'ight you have chosen oblivion. Mewnite, Manifest Fire
Manifest – Standard Action (4 MP): 1-7
Mewnite casts a psionic spell using a random image from the first 7 results of a “Fantasy ____” image search. The second word must be one of the following: Aberrant, Bird, Dark, Earth, Electric, Fire, Ghost, Metal, or Reptile.
! We'll teach this rock a lesson!"
As Mewnite draws from the fabric of fire, the flaming skull of an eastern general manifests before Mather. Finding it's touch does not faze him, Mather crushes the skill in his grasp, enveloping him in the flaming spirit of the Bushido.
"Now let's see if you've packed enough firepower, or will fizzle out!"
Witty Riposte – Immediate Action (during attack):
Once per round, when making an attack, the Swashbuckler may attempt a cutting, witty remark to undermine his opponent's well-being. This can inflict Cripple, Fatigue, Fault, Fear, or Taunt for 1 round. The DM chooses which debuff (if any) is suitable for your situation and the phrasing of your insult. Or, if the Swashbuckler attempts and succeeds on an Intelligence or Charisma roll, then they may choose which debuff to cause. He gains a +2 bonus on this roll if he attempts to Taunt his victim. If this roll fails, then no debuff is inflicted.
The Swashbuckler may not use this ability against more than 1 foe per round, regardless of its success or failure. If the target is unable to comprehend languages, the Swashbuckler's snark might instead raise his own morale, giving him a bonus die on his next attack.
With that Mather leaps at the golem, activating Hammering Blows as he delivers a devastating Power Strike.
Mewnite - Manifest Fire - See picture - 8 Spellpower.
Mather - Power Strike - 301 - 9 Base DMG, +4 DMG if target Blocks or has Durability or Protection, +5 DMG against targets made of Earth or Stone.
Gauntlet of the Grey King effect - Shieldbreak .
You've been forgetting to tick my Health up from the Fragments' Regen,
and tick my de-/buffs down. You also forgot to apply the effects of the rock I coated myself in last turn.
Taunting the powered golem resulted in it letting out a vicious scream, taunting it to charge at you, however, this golem had not learned its lesson from before, and took the full brunt of your attack thinking that your meatling fists wouldnt be enough to harm it. Lo and behold, it was the last thought that the stone construct had before crumbling back to its core components. You shake your charred fist and let your healing factor heal it back up as you reach down and pick up the core that gave the golem form, pocketing the little treasure you have found. Room 3 now empty, how do you wish to proceed?
You found Stone Golem Core:
Stone Golem Core [Ingredient][Common]
An inactive core produced naturally from earth essence, commonly found forming stone bodies around themselves.
I head south, telling Fenrir to keep its ears and nose trained for more Doomworms.
You head south down a long corridor of stone and mine work, keeping an ear out throughout the walk for any more worms that might decide to take your fist for a dance. You eventually come to a tee-intersection without any trouble. Using your Dwarven senses you can feel which way to go, with neither really enticing you with anything special. You could investigate the small tunnel to your right, or you could continue on your way towards the rest of the complex.
I need to get deeper before I'll find what I'm looking for. I continue towards the rest of the complex.
So heading towards room 6.
You pick up pace and make your way to the next intersection, this time there is are visual cues that suggest something has changed in the mines, broken stone and scraping marks line both walls, more so on the path to the left, but you dont sense much magic that way, nor any mineral you would care for, so you continue on your way down the long corridor until you come to the next room, a wooden door stands in your way into the next room, you can hear the sound of talking inside.
"Keep watch and dont let anything through! Stupid beast is getting in the way!" a rough and high pitched voice says, to which you hear a responsive 'yes sir' from two similar sounding individuals. after a moments pause, you hear footfalls and small grumblings, signifying the movement of whatever leader was in there. The door is still shut, but rather weak, you could go guns blazing, or simply open and inquire, or whatever other means a dwarf has at his disposal.
Mather pushes the door open and raises his hand to greet the strangers as he enters the room.
"Yo! You need a hand with that beast?"
As you burst in the door you drag the attention of 2 two goblins and wolves who remain slack jawed and stunned by your entrance, all before they start to shout and bark in a mixture of tones and languages. Holding the chains of the wolves, the goblins calm down for one moment and talk between one another, eventually they seem to have come to an accord and one address towards you, "You! You not from here! Are you Grok's help? If you are, where is token? Grok says you have token so we dont kill you, so where is token!" he screeches at you with a certain level of malice and curiosity.
"I don't know who Grok is, but I assume he's part of the trouble with the mine. Now I don't have a token, but I suggest you let that slide, and I bet your friends agree."
Mather bends down on one knee and scratches Fenrir behind the ear, then speaks to the wolves.
"You can smell who the alpha here is. I trust you wise wolves know where to place your allegiance."
Using Collar of Empathy to dissuade the wolves - 11.
Collar of Empathy:
You may use your choice of Intelligence or Charisma to understand animals, and your choice of Intelligence, Willpower, or Charisma to command or converse with them.
You are aware of the mental state of animals, and of the exact number of magical auras on all canines in your area.
- "Hmm... A dead end in both directions. Fenrir, come back…
You backtrack to the initial room and make your way down the other path, eventually coming once again to a split in the road. To your right was a singular room, you could sense a sizable amount of ore in it, forward you sense a smaller room, which didn't contain much ore at all and a small bend that also was empty.
- The Land of Light and Rain. It\s Homestuck.
oh sooo lovely
**emopandaxox used "*roll picture*"**
I was gonna make a comment on the art, thank you for letting me know it's cancer before I linked myself to it thank you kind sir
- Honestly this is the worst IQ test I have ever encountered, th…
- The only difference between lab derived and natural additives …
Bimpuc Erces Putyer
- Holy **** I would like to ride that. I always prefer the mo…
> most intense ride
> clearly a normal Mass Effect Relay
- Funny thing about the last one is that the comment better port…
My Pet Succubus
- I believe I'm at a safe distance.
Safety Roll Call: Hurricane...
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