The most surprising thing about the afternoon by the river was not the work, or the silent disdain directed his way, nor his exclusion from Liana's tete a tete with the rest of Tilly's newest batch of suckers. No, the most surprising thing was the fact that he hadn't burned his bridges entirely with the rest of my new nickname for the group, though I guess The Bucket Brigade might also workThe Indebted
"A Grimzinta always sticks to a deal. You carried the buckets to the river as I asked, so you get the payment, just as you will get your share of our other agreement. A deal is a deal, Mr. Vugmuk. Do not worry about the money, my friend, should I be lucky enough to find a redhead eager to share my bed again, I am sure I can find some other way of keeping her entertained without it"
Vyeggar stood there in stunned silence, his mind trying to parse everything that came after the word 'friend.' It wasn't real, obviously - an expression at most, like calling a doorman sir. It didn't mean anything. Still. It gave him pause.
"Thanks," he said quietly after a few moments. The coin remained fixed in his outstretched hand, awkwardly hovering in space as he cogitated; he regained some semblance of composure after a half minute and slipped the coin into his breast pocket. Tilly would have to pry that particular gold from his cold, dead hands.
He was within earshot when Sandramine spilled out her own little tale of the woeful Ariadne, but said nothing. Not until the rest of the bucket brigade went and had their own private powwow did he go approach Sandramine. "We need to talk. Privately." It was not a question. He was making a point of keeping his hands off of the woman, while keeping the rest of the party in his periphery, watching for any sign that they were approaching the duo. He had gathered up his "clean" buckets and brought them together with the others. Now, under the pretext of having Sandramine inspect his work for thoroughness, Vyeggar began to speak.
"So anyway," he said a bit more loudly, "I'm glad you approve of the job I did with these buckets, you know? I feel real bad about what I said earlier to everyone and how I've been acting, and I just... I want to show that I can be a team player. The kind of guy you can count on. I mean, if you think about it, we're all that we have, just like a family. And nothing is more important than family." Vyeggar gathered up a cluster of the now empty buckets in each hand and called out to the rest of the bucket brigade. "Hey friends, daylight's wasting. We should be getting back so we can wash up for our next shift. Don't want to make a bad impression for the boss, do we?" He grinned brokenly at Sandramine. "I think honesty in a relationship, whether personal or professional, is important. It's my most admirable trait, if I do say so myself." The grin turned into a snort, the snort into a chuckle, and by the time he had begun to set off in the direction of the casino, hands full of buckets, he was laughing.
Tired, sweaty, and filthy, Vyeggar finally reached the door to the casino. The buckets might have been empty, but he had been quite exuberant in carrying multiples in each hand. His pale green fingers were cramping up, and he wanted a pitcher of cold water to drink and two pitchers of hot to pour over his disgusting body. He was about to grab for the knob when it opened of its own accord.
"Of #*@!ing course," Sandramine bellowed from behind him. Vyeggar looked up into the faces of Larzon and Rozitto Maztablazta, and rolled his eyes: the gruesome twosome in the flesh. While the big ugly one stood there drooling,, the small ugly one opened its filthy kobold mouth and began to speak. "Hey, friends. All the staff are on notice - if there's an old man making trouble tonight, make sure you tell us, ok? He is consistently a danger to other customers and himself, so it's been decided that we have to permanently ban from our reputable establishment."
"Is that an order direct from Tilly herself, or are you just deciding it's time to start culling the homeless population?" He watched the orc turn aggressively toward Sandramine and put up a hand as though he were about to intervene, then stopped. Apparently this was just the nature of their relationship to be nearly aggressive towards one another. In short: it wasn't his business.
"Old guy. Great. I'll keep an eye out. And now, if you would please most kindly and graciously get the hell out of my way so I can put these buckets down and scrub this sh*t off my body before my shift starts. Not all of us have the luxury of getting horseyback rides all day."
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
All of you noticed Vyeggar pulling Sandraminae to the side. It looked like he just wanted her to inspect his work, though her smile was oddly dry and cold. She replied, and there was a silent intensity, as she fanned her fingers out and rested them on his chest.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid's Casino
J9
Harvest
103 of 120
4:42pm
Sunny
Kara is playing: Cleaning & Catching Troublemakers
Liana is playing: Diamonds and Dirt
Vyegger is playing: Conch Shell Call
Earnings: 20gp
Earnings: 35gp
Earnings: 38gp
Grim is playing: Conch Shell Call
Damien is playing: Conch Shell Call
Tarbin is playing:
Earnings: 38gp
Earnings: 28gp
Earnings: TBDgpTBDspTBDcp
At first, the man looked ready to fight. "The game's only over when I ****ing say..." Then, suddenly, he stiffened. His eyes widened at Liana's words.
He interrupted.
"Who put you up to this?! It was her, wasnt it? She kno-"
He looked ready to attack, but then Liana finished her sentence.
"If you don't walk outside, I would be sad to learn that someone will severely beat or kill you. Do you understand?"
There was a moment of his shaky eyes narrowing, trying to find any sort of lie in Liana's words. They darted off her, off to the side, and then he nodded. "Ok. Ok, outside. Then we can share what we know." Liana walked to the ladies room, feigning the need to "powder her nose". He began his stumble out.
"Last bets, gentlemen, last bets. This gravy train is coming into the station."
For several hours, Vyeggar had been standing almost perfectly still, with the only things moving being his arms and his eyes. The shells seemed to move almost as fast as the coins moved into the half-orc's coffer, enough to make him wonder if he'd ever go back to the ring. Probably. They can't have halflingslittle boys to fight every night. Part of the reason was also the fact that he had just gotten done cleaning up after his work down by the riverbank and didn't want to get all sweaty and gross in the ring. He was quiet as he stood there, save for the patter the customers heard. There was a lot to unpack. Fortunately he could be pensive and pass himself off as focused. No one called him on it; in fact, aside from the customers, the only one who chose to interact with him was the other green skin, the good looking guy - Damien.
"Hey. Tonight, before sleep. We need to talk."
Vyeggar looked down at the man who, in his humble opinion, was the closest thing this group had to a real leader, and gave only the faintest of nods. "Yeah. I think we oughta."
It was then, in the smoky haze of the casino, the duo both heard and witnessed the next big test of the evening.
"Have we met?" A pause, then:*"You know what, don't even bother bloody answering. Just tell me what the payout is for when I UERRP! - when I win."
And, in the distance and drawing near, the gruesome twosome themselves.
"Yeah, we'll talk. Later. If I survive this." He was already removing his shirt and tucking the fistful of coins into it, forming a makeshift coinpurse. "Give this to Tilly from me, or hide it under my pillow. I'm going to go do something stupid." And he marched off to go intervene while Liana helped save the old man.
What was it I said to her earlier? "We're all that we have, just like a family. And nothing is more important than family." I said it partially in jest, but I was actually being serious...
He had said a lot of things to Sandramine that evening, only a sliver of which related to buckets. The fact that he had finally gotten through to someone, that he had a new lead to follow, was revelatory. He should have been happy, or at least content. He was instead just confused.
"Kasturr?" he said quietly, suddenly feeling cold. The wind coming off the river was chilling his wet arms and making him shiver - or perhaps that was just because of what had been revealed. "I... okay." He turned away from her then and stared out over the water like a sailor watching a gathering storm. There was a narrative forming in his head from what he now knew, and he began working the puzzle out in a quiet voice, much more subdued than Sandramine had ever heard from the big man. "Okay. So. Valdik comes to you, you share a lovely evening, and then he departs looking for Kasturr. Kasturr is, from what I understand, a private investigator with loose lips. Valdik needed his help on his final night, despite Tilly's objections. 'He won't save you,' Tilly tells him. Save him from what? Clearly Valdik knew something big, possibly about the casino, though if that were the case, Tilly would have had him killed. Could it be about what happened 18 years ago? Possibly, but no way to find out from the casino folk. Whatever it was, he expected he was going to be caught or killed, hence the four months salary sexual send-off." He caught himself checking out Sandramine as he talked and simply nodded. "Worth every penny. Anyway..." He went quiet again, his eyes returning to the distant horizon. "So what it boils down to now is Valdik is either alive somewhere out there, or he's not - but either way, Kasturr is the one to speak to next, only Tilly - who used to want him monitored, now wants him dead on sight, with no words exchanged. Obviously I can't do that now. But why does she want him dead? What changed? He came out of the woodwork to kill the swamp witch, or to threaten her at least - her, or her boss Talafax. And Talafax is a customer of Tilly's. Bah! So many questions and too few answers." He had balled his hands into fists, then sighed and forced them to relax. "And you don't know anything else about Kasturr or where he might call home? No, never mind, stupid question. You're her best friend, you would have told her by now if you knew." He sighed. His shoulders drooped low, and his whole posture seemed defeated. Turned away from everyone else, no one can see the deep worry and sadness that carves and lines the half-orc's face like a deep canyon after an ice age. A choked sob escapes his lips, and he says weakly, "Little bro, why didn't you come to me...?"
Vyeggar allowed himself only a few moments to mourn. He turned back and found a section of river by the dock which wasn't contaminated. Washing his hands the best he could, he splashed his face, which had the double purpose of waking him up and masking any possible traces of tear-tracks. He dried his hands on his pant legs, then turned back to Sandramine. He reached gently for her hand. "Thanks for your honesty, and for showing my brother a good time. He... he was always the best of us. I helped raised him the best I could, the best I knew how. I just wish I could have done better. And I'm sorry for how I've been treating you and your... your casino family. This has been a very challenging time and... and I didn't know if I could trust anyone connected with the place. Trust is... it's hard to gain, but so easy to lose. And you can count on me to help your girl tonight, that and whatever else you need." He cleared his throat and gathered up the buckets.
"So anyway, I'm glad you approve of the job I did with these buckets, you know?... "
Hours later...
The orc and its stupid kobold rider were walking steadily down the aisle, the same aisle which Vyeggar was walking with his head deliberately turned away. He made no move to turn aside, and as the two large beasts were about to pass, Vyeggar stuck out his shoulder and checked the orc hard.
"Hey watch out a$$holes! You'd think between the two of you, you'd have enough brains to walk in a straight line - or is that kobold looking thing just a big tumor? Hey Larzon, do you let that thing down to go do its business, or do you like the feeling of it pissing and sh*tting down your back?"
Standard Action: well I don't know if it's Intimidating, but it's for damn sure meant to be antagonistic
Swift Action:
Free Action:
Movement: Activating combat expertise using Martial Flexibility
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
Grim barely heard to softly muttered thanks from Vyeggar but he was sure he heard it right and gave the half orc a smile of recognition and a reassuring pat on the hip as a silent acknowledgement. He would have aimed for the man's shoulder but he was only a magical goliath not a physical one. He could tell how hard even that one small word had been for their belligerent friend, words and languages were his trade after all and he knew not everyone had the same gregarious nature he had, even if he was tired and grumpy right now
The prospect of a shift at the tables was not improving his mood any either but surprisingly he found himself cheering up immensely as the evening went on, he was a social animal and despite the somewhat tasteless atmosphere of the casino he enjoyed interacting with the patrons, flirting with the ladies and joking with the men, turning on his not inconsiderable charm when needed to run the conch shell table, he should perhaps try his hand at another game but his talents were uniquely suited to this one and he was rapidly recooping his losses from the previous night
The night was also proving to be very interesting when the old man they were all looking for made his appearance, just as drunk and argumentative as the last time Grim and Damien had encountered him.
During their small private conversation Grim had agreed with Damien that the person they were looking for was very likely the man they had met at the Gebata table on their first night in the casino, back when they were still free men and women.
This time though he had set his sights on Lianas table as the husband and wife team drew closer. Liana appeared to be dealing with the drunk man but they would be spotted soon if he didnt intervene
Once more Grim turned to his magic, focusing his attention on Larzon and whispering his charm, sending the whispered words across the room into the largemans ears alone.
"Hey Larzon! That old guy yoose was lookin' for, just seen him duckin' inta the kitchen, looks like he snagged a bottle from tha bar"
Grim called on his talents for voices, mimicking the cadence and accent of one of the staff members he has spoken too over the last few days, in the crowded casino it should sound like someone had called out from close by the man ro get his attention and hopefully send him running to the back of the room before his wife asked where he was going.
Just as Grim sent off the whispered charm, he saw Vyeggar confront the couple also, though in usual Vyeggar fashion it was much less subtle than his own trickery, he couldn't help chuckling at the man's antics, between them both the guards should be more than distracted enough for Liana to deal with the old man
Turn Summary Initiative: Move: Action: Message Spell to Larzon. Sound Mimicry to sound like a generic julianoplian staff member
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:6 / 7 rounds[/color])"]At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing ([color="Red Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
In her way to the ladies room, Liana was of two minds -- which was normal for her segmented thought process. With one mind she was was anxious. This establishment runs by fear, intimidation, and harsh punishment, even if getting rid of the old man permanently was her goal too -- but just without violence. But she could be caught, beaten, even killed ... for simple human decency. (Even if it wasn't just decency, but her own purposes to learn a thing or two.)
But the other part of her was not afraid: just fixated on zealous executing her task. Act, conceal, deceive, fight, it was all the same. Serve the Family, serve the hundred and eleven gods of love as lust -- take whatever risks that required. That second mind was as warm in devotion as at was coldly calculating in execution.
So with that fanatic core intensely focused, she did not notice any particular commotion as she left the powder room and ducked out the door to rendezvous with the old man.
She'd like to step away from overhearing ears. If one of her companions were to join her, or at least have an eye on her, that would not be a bad thing. Not at all.
Since Liana is able to speak to the old man, she says her piece, her own high stakes gamble.
"Kawasumi Hajime, my name is Liana Xirkul."
"I know your daughter is Kawasumi Chika. I believe that she sent you to me having a glimpse of the future. Perhaps part of her vision was that at Diamonds and Dirt, with a certain betting strategy you would win big. Perhaps ... a near perfect hand of eight diamonds, or even ten diamonds? At 5 gold pieces a piece that would be forty or fifty gold coins?" She focused on the old man's face carefully, watching his expression and following her intuition. "Oh ... split the difference. That would be forty five golds coins. I'll pay that myself, out of my own pocket, with no loss to my employer, if you help me.
Or maybe Miss Chika saw something additionally? That I would save her father's life? And that I would come to her with an extraordinary opportunity for something much better -- that is, something hugely more advantageous than mere swindling a gambling house with her fantastic divination talents.
Please, do two things, Mister Kawasumi. First, my employer are brutal. They have decided you are problem that they've decided to solve permanently. And I can tell you, with absolute certainty, I've seen truly awful ... things ... taken out from the Mermaid and dumped in the river out back. I don't want that to be you. Go far away from the Mermaid, and never return. Please. I earnestly ask that, just for your own sake.
But the other matter, sir, is: take me, and let me speak to your daughter. For that, you can receive the Diamonds and Dirt payoff that she foresaw. I can make an offer to her that I think will be a great boon. And if she is willing, I hope she can help me in return. That is all. My service to her, and - at her free choice - her favor to me."
Kara is playing: Cleaning & Catching Troublemakers
Liana is playing: Diamonds and Dirt
Vyegger is playing: Conch Shell Call
Earnings: 20gp
Earnings: 35gp
Earnings: 38gp
Grim is playing: Conch Shell Call
Damien is playing: Conch Shell Call
Tarbin is playing:
Earnings: 38gp
Earnings: 28gp
Earnings: TBDgpTBDspTBDcp
With surprising deftness, Vyeggar swam his way through the crowd, shoulders rolling through until he was in position. Just the right position for him to collide with the Maztablaztas. Larzon walked through the shoulder as if it wasn't even there, but then came to a hard stop as Vyeggar spoke. Rozitto gave out a little yelp and almost toppled entirely off of his head, which turned to Vyeggar. Her tail swung about his neck and sank in enough to snap a tree. Larzon didn't even react. He just looked down to Vyeggar, leering down, and grimacing horribly. Every word Vyeggar said just made the expression worse and worse.
"Try to be more careful, dearie," Rozitto cooed, clambering back onto his shoulders and pecking the huge, ugly orc on his head. Larzon didn't even seem to register. Then she looked down to Vyeggar from atop her perch, fangs splitting her head from ear to ear. "Vugmuk! Tilly said you'd either be very well-behaved, or very fun," she explained, though it sounded like a threat. Then her long snout wrinkled. "The piss and **** comment's a bit rich, coming from you. The hell is that I can smell?"
Larzon's head ticked away, as if hearing a whisper in his ear. Rozitto carried on with a shrug, either not noticing or not caring. "Is that what this is? You're picking a fight so you can prove you're a tough guy, and Tilly stops having you clean the toilets? You know, there is a place we could arrange a friendly-"
"He's here."
No way was that Larzon's voice. The soft voice that sounded and felt like a silk curtain resting upon a pretty face. But it was, confirmed by Rozitto's reply as she patted him on his big, ugly head with such delicate care, as if they weren't about to go beat up and possibly kill some vagrant. "Get."
And Larzon was marching again, this time not caring about the crowd and smashing his way through, towards the kitchen. Not knowing they were Grim's suggestion. Not knowing he was going the wrong way.
Not watching as the old man tumbled outside in a drunken haze.
The old man... Hajime, presumably... was ready for Liana. When she found him, he was turned away from her, stewing in his thoughts, a half-full bottle in one hand and a frustrated 'pat-pat-pat' coming from his tapping foot.
"Took you long enough," he slurred, swaying from side to side. There was a murmur to himself. ["If he was full of sh!t all along..." Then dizzying eyes settled back onto Liana. First, she spoke of coin and of games of chance, and they stopped moving. A name was said. Kawasumi Chika. The eyes became thin little dots in his wide, bloodshot eyes. This man had not slept in days or drank anything that wasn't alcoholic.
This was rage. Unlike the drunken stumblings in the casino, this was highly focused. And the more she spoke, the more focused the rage became. The adrenaline began coursing, sobering him up. The grip on his bottle tightened. As she queried his daughter's powers. As she warned him about the dangers of the casino. All it did was focus his rage.
Finally, she pleaded.
"Take me, and let me speak to your daughter."
His posture tumbled, and his shoulders fell. The pupils swelled back to a normal size, and his breathing became that steady heaving one did when hiding how drunk they are. The drink rushed back into him all at once. Initially, he was confused. ["But you sound like you've spoken to her..." He began to pick at his beard. "The Liana recognised this as one of Jeje's many, MANY epiphetsMother of Mind doesn't tell me you're lying..." he grumbled, more to himself than to Liana. The drink began to cloud his mind again and it weighed his head down. Then he looked to the casino, and his fists curled again.
Suddenly, he began chuckling. He looked to Liana with the eyes one sees through the noose at the gallows. Hopeless but knowing. "I'm not who you think I am," he said. His arms flew open, almost knocking him off balance. "I'm a respected member of the community! I'm from the Merchant's Guild! I'm just looking for a good time! I'll happily pay you to suck my dick! I have plenty of gold pieces back home if you'd like to spend the night with me!" he squealed, just barely catching the attention of some of the passers-by; a drunk man screaming at a woman at this time of night was happening every other street corner.
"Kawasumi Chika is a beautiful little starling, who... no one... has seen for two months... and she is the daughter of a... drunk... bloody... stupid ****ing priest who hurt her, betrayed their god, and drove her away!" He stepped, or fell and caught himself, and had to look up to the skies to stop his eyes from welling up. "I'd never associate with him! I'm respectable pillar of community! You know! If I was a private investigator, and not a... merchant... I'd... I'd tell him, that I knew where Chika was, and I'd tell him I could find her, and then... as a joke!" Forced laughs. Screaming now. "As a joke! I'd... quadruple my asking price! Out of nowhere! That'd be amazing!"
Then the laughing died, and the volume with it. "And if I was an insane bitch, I'd poison his clergy with lies and ban him from my casino," he growled. He looked to the Dead Mermaid, looming over both him and Liana. Suddenly, he launched his bottle at the top floor, which exploded in a shower of glass. "YOU ****ING WHORE! I HOPE YOUR ****ING CASINO BURNS DOWN WITH EVERYONE IN IT!"
Liana, and any onlookers, can't tell if Tilly heard that, but they know what would happen if she or her flunkies did.
Liana tried her best at persuasion, and it only halfway worked, leading to progressively more unhinged revelations. He gave some confirmations of being Chika's father, as well as some denial.
His intense focus and rage was on something else, not her. So halfway through his tirade -- after perhaps he'd established he was one more drunk talking to one more lady of the night, she began slowly backing away.
When the presumed Kawasumi Hajime gazed at her with that look, she felt in her guts that he was signing his own death warrant voluntarily. "Run.... run please ..." she begged softly, hoping that some sanity was left in him.
What was driving him? There was a chaos of thoughts in her mind as pieces clashed and only half fit. The Mind Queen. The Private Investigator. The twisted clerical teachings. The hints of conflict she stood on the edge of were things she wanted no part of. Her fear and uneasy gradually ratcheted upward.
Toward the end, as he flew into an uncontrolled rage. She bolted for the "safety" of the Mermaid.
Ducking back inside, if any security guards were coming her way, she would point outside, saying "He's right there. He's a mad-man."
That would be split second calculation. But only if necessary. If the man was hurling himself to his death, she was disassociating with him. She was conveying the impression that she was on the side of the Mermaid's people (and she was), and that he alarmed her (and he did).
Liana returned to the heat of the Mermaid. Fortunate it was not bright, or she would be sneezing. She blinked, trying to make sense of what was going on; there had been some commotion?
Dice Aid another: Self - Bluff DC 10:
1d20+8
(14)+8
Total = 22
Dice Bluff - I'm not with that guy, go get 'em - take 10 if allowed.:
1d20+13
(4)+13
Total = 17
She's not in a rush, she's not under attack. She should have a fair shot of taking 10 as intended, which would give a 23.
Rather than take part in one of the casino games Tarbin decided to act as an additional layer of security as as far as he was concerned that would give him the best chance of both striking up a conversation with Ariadne and for keeping an eye out for individual’s of interest.
Wandering the floor with armour on and his usual straw hat removed the large man every so often muttered a prayer for guidance while he kept watch of the casino. Tarbin had to interrupt his patrol a couple of times when he had to throw out a couple of drunks or stop a patron who had been getting too handsy with one of the girls without paying but for the most part the young man diligently kept watch.
When the old man came in Tarbin cursed his luck that he had been busy with some other troublemakers though he noted that Liana seemed to be handling the situation in her own way. When the pair separated and the man headed back outside Tarbin followed though he lingered at the exit of the building and allowed the halfling woman to speak to the man in relative privacy.
When the man started to make a lot of noise and hurled his bottle at the Casino Tarbin could wait no longer. Rushing out of the door Tarbin made his presence known and loomed menacingly to his full height. ”You!” Tarbin snarled like a hired brute but surprisingly quietly hoping that the sight of a large armoured individual rushing towards him would convince the man to flee. If not well Tarbin was prepared to stride in and get a lot more physical to convince the man that fleeing for his life was his only option while at the same time providing Liana the perfect opportunity to disappear back inside.
Conch shell call was a popular game, and it drew plenty of ambitious gamblers and flirtatious patrons alike. Normally, Damien was up to the task of handling both without effort, though he found himself slightly less patient with the task than normal. He was disappointed by Sandraminae's answer; not really from the small hit to his pride, which was mostly forgotten given her obvious reluctance at rejecting him. Mostly it was having to find a different way to coax more information from the elf. What she knew that he might be able to use... and maybe what kind of flowers she liked.
Though his own mood was slightly more sour for the trouble, Damien noted that Vyeggar's mood seemed to have evened out a bit. Maybe the man was finally coming to terms with his circumstances? It was certainly still worth a little sidebar with him, which luckily enough, the half-orc proved receptive to. But that conversation would have to wait, for as their eyes collectively found Kawasumi Hajime on his way over to Liana, things were quickly put into motion. Whatever it was that Liana said to the old man seemed to convince him to follow her outside, and Damien immediately began to look for the Maztablaztas.
But it was Vyeggar who saw them (and acted) first. Before Damien could protest, the half-orc was stuffing his shirt into his arms and running off to confront the two.
"Damn it... damn it." Trying to keep the money from spilling out of the loose garment, Damien tucked it under his arm as he tried to calculate the best move to make in the moment. He wasn't going to openly defy the bouncers like this... but maybe he could help Vyeggar in other ways. Looking around rapidly, the vishkanya looked out for Tilly first. No sign of her. His companions next. Liana was out of sight with the old man at this point. Tarbin heading for the door. Grim.
Grim was looking at Larzon... and he was muttering something. Immediately, the smallest trace of a grin flashed across Damien's face, and he watched as the duo, distracted by Vyeggar, suddenly changed course and made for the kitchen. All wasn't well however, and even though the Maztablaztas were being directed the wrong way for the moment, across the room, more attention seemed to be focused on the doors out. Had something happened? What more could go wrong right now?
He needed to escalate the pandemonium inside a little. Looking back toward the kitchen, Damien outstretched a free hand, focusing on the floor directly in front of the doors...
Damien is going to wait until Larzon is right in front of the kitchen doors and cast Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
Grease to create a 10 square foot slippery patch right beneath his feet.
He (and anyone else in the square) must make a DC 16 Reflex Save to avoid falling prone.
Kara is playing: Cleaning & Catching Troublemakers
Liana is playing: Diamonds and Dirt
Vyegger is playing: Conch Shell Call
Earnings: 20gp
Earnings: 35gp
Earnings: 38gp
Grim is playing: Conch Shell Call
Damien is playing: Conch Shell Call
Tarbin is playing:
Earnings: 38gp
Earnings: 28gp
Earnings: 14gp
Before the old man could continue his tirade, Tarbin intervened. Apparently, the drunk was more bark than bite - the moment he saw a large armoured man approaching him, he turned in the other direction and began to flee. Tarbin would've walked back inside, when...
Larzon's feet were like sledgehammers into the wooden foundations. Everyone parted, and the world shook about him. But even on this rocky, wild perch, Rozitto's eyes narrowed. Just as Damien cast his spell, her eyes glowed. Then widened. She yanked on the orc's top-knot and he stopped dead in his tracks, just before he could slip over the grease by the kitchen door. The kobold began to look around the room with a glower. A whisper, though all of you in the room could easily read her lips. "Someone's protecting him." Now two pairs of eyes began flitting through the room, searching for help. Searching for betrayal.
"He's right there. He's a mad-man."
That snapped them both towards her. She had told someone else, but they were instantly by her side. Sympathetically, Rozitto cooed, "It's alright. We'll make sure he's safe." Larzon just grunted. That's when they stepped outside...
... and both Tarbin and Larzon collided with each other. It was a hard enough crash to nearly have Tarbin topple over entirely. Both the orc and the kobold were glaring ahead, watching the old man drunkenly vanish down a corner. Larzon let out a snarl that was low enough to rumble Tarbin's belly, but a few reassuring pats on his head immediately stopped him.
"Don't worry, he'll be back. He always is," Rozitto said softly. She gave Tarbin a suspicious glance, before her and her husband strode back into the casino. They stopped by Liana's side, and Rozitto slid down his arm with a practised deftness until she was at exactly Liana's height. Eyes were narrow, looking for something, but then her cheeks split with a fanged smile. "Good job, Miss Xirkul. Next time, we'll be there so he doesn't scare you like that again." And then, without another word, they were off, and the day was normal again.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid's Casino
J9
Harvest
103 of 120
6:55pm
Sunset
The day continued, and day became night. The business swelled and swelled, and the people became more numerous and more drunk and disorderly. For all of the anarchy, it just felt normal, no matter what you knew was not so.
And that was confirmed by Sandraminae approaching you each in turn.
"Ok, you have five minutes to discuss a plan with each other, then go up to your room and pretend you've got a customer with you," Sandraminae told you, gesturing to one of six rooms in a row. "Anyone going to Burnett Mews South to stake out early, the windows are open, but for goodness sake don't let anyone see you go, and you have to have to have to wait at least thirty minutes before going. I can't explain why right now, but trust me. The rest of you, sleep and regain your strength. I'll wake you up when you're needed to follow Ariadne."
When each of you meet in a secluded corner, there is an immediate suggestion from Kara. "The town guard like me. I'll see if we can't enlist any help, and I'll also find out what I can about Gwendoline. That way, we're ready for anything unexpected tomorrow."
Plans were discussed, and each of you retired to "bed."
Hours later, after the events in the casino, the half-orc Vyeggar Vugmuk found himself staring out the window into the distance, his golden eyes watching the sun settle down below the horizon, slipping away like an old man breathing his last. He had been in a brown study ever since the events by the river, and despite the earlier excitement in the casino with the giant top-knotted orc, Vyeggar had felt emotionally numb for the last several hours. He had made a fair go of it at the conch shell game, shucking coins from those too gullible to know he was conning them; he had then turned around and tucked the earnings into his shirt and passed the whole mess off to Damien for safekeeping or to do with as he pleased, while Vyegger himself had stalked off to straight up assault – and then insult – the Maztablastas. He didn’t care about the coins; it was only money, and an inconsequential amount considering the total debt he owed Tilly. At that level of insolvency, a fistful of dollars was largely beneath his consideration, especially with everything else going on. Afterwards, when Liana was safe and the old man temporarily rousted from the establishment, the scene descended back into the usual humid, smoky, depressing miasma. Standing there, watching the orc run haltingly off after the old man, Vyeggar found himself vaguely wishing the brute had finished the job on his head which the corrupt town guard had started only a few short days before. He wanted to sleep for a thousand years, but sadly there was no rest for the weary.
”Ok, you have five minutes to discuss a plan with each other, then go up to your room and pretend you’ve got a customer with you…” Vyeggar was hardly enamored with the task at hand; he knew that the likelihood of further damage to his reputation with Tilly would be high should this whole cockamamie plan go tits-up, but he had no choice. Sandramine had succumbed to his own unique blend of diplomacy and told him, if not the truth, the direction he should turn his investigation towards regarding Valdik’s whereabouts. But that avenue of inquiry was fraught with its own peril, for his newfound lead pointed to the one man that Tilly demanded be slain on sight, with nary a word exchanged. At this point, to borrow an expression or two from the casino world, he had played his card against Tilly’s second in command, and in so doing he was now pot-committed. He needed to find Kasturr, or at the very least, where the treacherous kobold bastard laid his filthy, lice-ridden head at night. And then, once he had gotten his pound of flesh in the form of information – and only then – would he end the wretch’s life. He’d just have to make sure the others were on the same page – assuming he hadn’t become a complete pariah to them.
He had lagged back with the others at the end of the shift, uncertain how to go about formulating their midnight machinations. The dynamic felt like it had changed. The focus of his ire had changed. Everything was different, and that difference made him uncertain how to proceed. His uncertainty, a truly foreign concept for the beastly, hedonistic brawler, left him feeling raw and vulnerable. When the it’s canon now, dwibucket brigade reconvened in a little corner of the staff room, they surely could not miss their half-orc companion’s subdued manner, for it was a far cry from his typical boisterous, brash braggadocio.
Vyeggar took a deep, weary breath. He shouldn’t have been feeling nervous about this; none of them could claim to be better than he, for they were all passengers on the same sinking ship. Yet there was distance between them that could be almost physically calculated, measured out in every exclusive huddle he was disallowed from. He cleared his throat.
”Right, well, I’m sh*t at this sort of thing so I’m just going to say it. I’ve been an ass to you all, I don’t deny it.” It was an acknowledgement, not an apology, but as tangential to remorse as it might have been, it was a great leap forward for him. ”Had some personal issues with this place. Didn’t know who to trust, so I just didn’t trust anyone. Well, things changed, and I can’t do what I need to do flying solo. Don’t expect you’ll have me, but if you do, well…” He trailed off, uncertain where to go from there. His arms flapped once loosely at his sides – “what do you want, this is who I am,” the gesture tried to say. ”It’d be kind of you, and more than I deserve. I’ll not work against you, long as we can agree on one thing: when we find Kasturr, we keep him alive until I can talk to him. You feel the urge, after I get what I need, to tell Tilly that I openly defied her orders by talking to him first , I won’t hold it against you. I don’t expect things to be peaches and cream between us, but I’ve got personal business with that kobold sh*thead, and as long as none of you stand in my way getting to him, I won’t be a problem to you.” He flicked his eyes in Liana’s direction. ”You hate me most of all, and for good reason. You may as well hang onto that, because I’m not like to change enough to suit you. I put my ass on the line trying to keep that orc halfwit from clubbing your crazy old friend into the goddamn ground, so maybe keep that in mind moving forward that maybe I’m not the biggest piece of sh*t on the planet. Compromise is a two-way street, honey. Anyway, enough of that, let’s talk about this stupid plan with the boyfriend…”
He had tried to keep it brief but ended up cutting a minute out of their allotted five. It didn’t matter. Saving the boyfriend was not a priority. Appearing to try was. When it came to brainstorming ideas for how to handle the boyfriend, Vyeggar was nothing if not pragmatic. ”So we’ve got two objectives, eh? – keep the girl safe, and keep whatever the magic thing is from changing hands. Well what’s to stop Liana from walking her home all friendly like, strike up some little banter about your gods or whatnot, something pointless and innocent that won’t connect with Sandramine or Tilly. As for the boyfriend, if he’s just some low-level wannabe gangster, I don’t see why we don’t just beat the sh*t out of the kid when we see him and rob him. Either that, or we’re going to end up having to storm wherever his crew is holed up – and at that point we might as well set the place on fire, smoke ‘em out and pick ‘em off as they flee.” He shrugged. ”Or we could ask nicely like a bunch of p*ssies.” He paused, realizing too late that being crass like that would not score him any points – and then he just shrugged. Can’t please everyone.
As the meeting wrapped up and the others filed off, he grabbed Damien’s shoulder before the green-skinned fellow could depart. ”I’m guessing a good part of what you wanted to talk about I covered earlier? Or is there something else we need to hash out?”
Finally, back upstairs in the quiet of his room, Vyeggar turned away from the window which he had been staring out, his thoughts interrupted by the unexpected guest.
”I’m sorry?
The little goblin girl smiled politely in the dark.
”I said, I’m just here to get you food, and leave when the sand timer is done.” She paused, adjusting her skirt. ”Although… if you had, say, 30 gold to part with, I could make sure you’re very well rested…”
”Oh,” he said quietly, his eyes turning back to the horizon. ”No, that’s…” He sighed deeply. He had never been an attractive man but after the savage beating he had received and the resulting damage to his dental work, he now resembled a pale-green gargoyle. In the gloom of his temporary bedroom, this little goblin whore either couldn’t tell, or couldn’t care less, what Vyeggar looked like. It was comforting to be wanted, even if it was for coin. The thought of sleep seemed so seductive at this point. The psychological entropy his mind had been battling ever since leaving the clutches of the church of Sophi had worn him to the brink, and in the room’s quiet solace, broken only by the gentle come-on from this sweet little thing, Vyeggar felt the exhaustion begin to take him.
”I don’t want that, but… but…” This weakness was unbecoming, but he felt paralyzed and broken, his limbs moving through air thick as syrup, his spirit beaten and degraded. All he wanted was a safe place, a place where he could find rest.
”What's your name, if you don't mind me asking? [Insert name here]? That's a nice name. A pretty name for a pretty lady. [Insert name here], could I just, maybe, lay my head down on your lap? I- it’s…“ His sudden yearning for someone to hold him was so strong, but he could hardly find the words. ”It’s been so long since someone just held me.”
Only the darkness could tell if there were tears in his eyes, and it revealed nothing.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
(Earlier) Liana tried to assess the chaos of the evening. Returning to the hall there were odd clues that almost tantalizingly made sense, but also slipped away as she tried to grasp them. Tarbin had arrived, just in the nick of time. The agents of the Mermaid who might have murdered the old man had been distracted. There was tension, on the brink of an actual fight, but it was resolving. Some idiot serving boy seems to have spilled a load of grease near the kitchen. It was chaos -- as usual -- except it had somehow worked out all right, and from her psionic network it seemed that the team had actually functioned, for once, as a team. She whistled tunelessly, and completed her Dirt and Diamonds tasks until it was time for Sandraminae to call them together and issue orders.
(As the group gathered)
Right, well, I’m sh*t at this sort of thing so I’m just going to say it. I’ve been an ass to you all, I don’t deny it.
Liana was wide-eyed as the fool orc showed the first hint of mature self awareness. Where would he go with this? Was he just flirting with leveling and would he fall immediately back into his wrath and self-pity? (Her community of pleasure workers had a lifetime supply of wrath and self-pity, such drama went with the profession -- and it got old after, oh, a year or two. Not to mention ... twenty years of it. This orc could be as much of a drama-queen as some of the ladies she knew.)
"Vyeggar Vugmuk -- I too want to talk to Kasturr, and get some information about him. About two missing persons. A talented girl, and a man who murdered a friend. It seems like ... this Kasturr might be on the edge of humanoid-trafficking -- though exactly what is role is, I don't know. So, yes, he has to sing like a song-bird. We finally agree about something."
She too felt a hint of something in common with the orc. It was hard to find anyone to trust, to let one's guard down. Tilly. Fear, intimidation, cruelty, dark secrets. Villainy radiated from the bully-boss and infected this place.
Of the two missions, well, frankly they were annoyances in the way of her own personal agenda. She had work to do. But of the two options, the choice was obvious.
"I'll go with the group to protect the girl. I can be Last time I rolled Stealth I forgot about her +4 size bonus. Could be handy.stealthy, enough. And if someone comes to attack her, well, I know a thing or two about retaliation."
(Later, in private)
To the pretty boy goblin's offer, she just laughed. "I've been born and raised among the Silk Sheet Society -- and an entertainer for the Cirque. For me to pay a client would be ... altogether upside down. Are you sure you don't way to pay me the thirty coins and then I'll show you a thing or two?"
She was quite flirty and alluring ... but with so much going on her heart wasn't quite into giving the full pitch.
If he wasn't down for paying her, well, maybe they could have a nice chat about the theology of the pantheon of gods and goddesses of love and lust. She did, after all, want to spread the good news of the Most Highly Endowed and his many divine and demigod and semigoddess friends.
Success or not, she remained friendly with the Goblin boy. And she had a story for him, and a question.
"There is a man I'm looking for. Someone who killed a pleasure-worker -- a member of the family so to speak. By the hundred and eleven gods of love and lust, he must pay for his crime. I am a Zealot of Erotes. My mission is to care for and defend our community. I am wondering if you could keep a matter confidential, but let me know if you know such a person?"
She gazes at him, attentively, concentrating: can he be trusted? He should be aligned in motives with her, but she tries to get a read on him.
Her psionically augmented senses are keen...
"The murderer is a human male, aged thirty. Lives somewhere in the city. He has worn a symbol: A pale, curved fang tipped in a droplet of blood; the fang is cracked from its tip to its base.. What could that mean?
A tall man, black mustache, neatly trimmed. His eyes were a piercing grey. His nose, thin. His face handsome enough but weathered from time outdoors.
He stole from the pleasure-worker he murdered an Urumi -- a flexible metal whip-like sword that can be concealed as a belt. His favored weapon was a spiked shield.
He uses false names. The name he gave to the Silken Sheet Society was just Big Dog.
Have you heard of such a man? Would you know of someone who might keep tabs on dangerous clients? "
Dice Aid another (self): Diplomacy DC 10:
1d20+9
(18)+9
Total = 27
Dice Diplomacy. Persuade Pretty Boy to pay for an experience:
1d20+14
(5)+14
Total = 19
Dice Aid another (self): Sense Motives DC 10:
1d20
12
Dice Sense Motives: Pretty Boy trustworthy in this matter?:
1d20+5
(13)+5
Total = 18
Dice Aid another (self): Diplomacy DC 10 to gather information:
1d20+9
(4)+9
Total = 13
Dice Diplomacy. Gather info on Celestine's murderer:
1d20+14
(4)+14
Total = 18
Her skills are strong, but her luck is poor tonight.
Tarbin stumbled backwards slightly from the collision and reached up to adjust a hat that currently wasn’t there. ”Careful there friend, I reckon you need to pay a little more attention to where your going…” Tarbin replied not letting the growl from the orc intimidate him, he had after all faced both larger and more aggressive opponents in the arena and the trick he found was never to show any hint of fear. ”Less haste more speed as they say… or was that the other way round…” the young man then added.
Following the orc’s and the kobolds gaze Tarbin then threw in a comment. ”The drunk was making a racket but as soon as I stepped outside he made a run for it…” Tarbin replied with what actually was the truth.
With the pair gone Tarbin then let out a long breath. ”Well guess we should get back to work…” Tarbin commented with a slightly raised eyebrow as he looked down at Liana. ’You ok?’ Tarbin then mouthed silently.
After a few more hours of throwing out trouble makers and breaking up fights Tarbin was a little disappointed to find that during the whole shift he hadn’t had much of an opportunity to approach Ariadne. When the group huddled up to hastily discuss their plans Tarbin was content to listen to the others ideas as he knew he was not the brains of the operation. He was however a little surprised that Vyeggar was the first one to speak.
”Your certainly an ass I’ll give you that…” Tarbin replied with a slight nod. ”But I’ve known worse…” the large man added with a small smile. ”Guess you just need the lesson that my ma taught me when I was younger. If you’ve got nothing nice to say sometimes it’s better to say nothing at all…” Tarbin added as he lightly slapped the Half-orc on the shoulder making it clear that he personally didn’t hold a grudge.
Tarbin then listened to the half-orc’s plan such as it was. ”Simply taking the item might not be enough. Those interested in the item might not believe he lost it. We might need to grab him and convince him to leave town…” Tarbin reasoned.
”I’m not too stealthy but I know how to keep someone alive so I should probably stay close to the girl…” Tarbin suggested though he waited for one of the others to hash out a more detailed plan.