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The Lawless City
[Game Thread]
The Dead Mermaid's Casino
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May 16th, 2022, 09:52 PM
Lentil Sponge
Cleaner of the Royal Butt
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The Dead Mermaid's Casino
Open Roleplaying Application Thread!
Location
Map
Time
Weather
The Dead Mermaid's Casino
J9
12:11pm
Sunny
The Dead Mermaid's Casino
You weren't sure that you had the right place.
You just knew that you had to be at the docks. That wasn't helpful, though. Maybe, if you were naive, you would have asked the city guard to direct you. Maybe, if you were more knowledgeable of Julianople, you would've steered clear of the city guard, and known to not mention where you were heading. But eventually you heard hushed whispers and saw dirty smiles, and that led you most of the way.
Away from the dockyards and into the city itself, though you still followed the sound of lapping water by the shore. Beyond the road. Beyond the marble buildings. Beyond the slums of mud. And then it was upon you - the Dead Mermaid's Casino. A huge building, towering over everything around it. It was constructed from timber, and had many carvings dug into it.
On the upper floors you could see cuttings of beautiful mermaids promising good times for a weary traveller. On the ground floor, however, almost all of them had been defaced somehow. Crude etchings of "lugrat waz heer" and the like, as well as obscene parts of the body of equally obscene size.
This is where destiny brought you. Or, at least, the offer of a lot of money for a single day's work.
You walk in and are immediately hit by the noise and the stench. Alcohol fumes and tobacco smoke both circle about the dark air, with only some meagre candlelight illuminating the halls. The noise, however, is overwhelming, as is the crowd. You hear cheers of joy, wails of sorrow, the spilling of beer, the thudding of fights. Is the entire city of Julianople in this place?
A scantily-clad Elven woman, dressed in red, approaches you and offers a sultry smile.
"The Dead Mermaid welcomes you, weary traveller! For I've never seen your face before - here, anyone can make their fortune!"
She reaches forward, cupping your chin.
"Or, at least, they can have a lot of pleasure. Tell me, cutie, what's your name?"
You explain that you're not here for pleasure, but business. Tilly One-Eye has asked for work, and you are here to provide. Something to do with transporting a chest over to the Eight Dragon Inn?
The woman's eyes flicker down for a moment. Her shoulders relax. Her hand retreats away from you and she tucks her hair behind her long ears.
"Thank the Masters - I hate doing the voice!"
she grunts, before giving you another smile. This time it is not to tempt you, but to give you warmth.
"Tilly's currently tending to some other affairs. Something came up, so she'll be a while."
She then gestures out to the casino floor.
"You might as well enjoy yourself. There's food, games, fighting, beer... oh, and my sister's playing some music in the burlesque hall. Make sure to throw some coin her way."
With that, the elf shuffles away.
You look out across the floor. It never seems to end, though there are some clearly marked sections. All about, tables seem to stretch out endlessly, all with cards and dice games and each managed by another scantily clad person - men, women, doesn't seem to matter. At some, groups of friends and rivals eat and drink together, chattering the morning's work away and dreading the afternoon shift.
Directly opposite you, a friendly looking dwarf man with rosy cheeks and a white beard patiently fills flagons of ale and mead, ignoring the fights continuously beginning around him. A plate of pork dumpling steams temptingly, tended to by a dwarf woman who treats them with the love normally reserved for children.
In the corner furthest away from you, to your left, you can see a large boxing ring. In the middle you can see a burly catwoman, with tiger stripes and wild eyes, relentessly beating the human woman under her. The fighting is stopped, and a man rushes in to lift the catwoman's arm. You just hear a cry of,
"Is there anyone strong enough to survive two minutes with Hoya the Beast?"
Directly opposite the ring, to the right, you hear the faint scratching of a fiddle, and the drumming of feet to a wild song. You can't see where, though, until a door opens. You're close enough to just see beyond it - an elf woman sits and plays a crazed jig, and by her sides are two dancers. A man and a woman each, wearing only jewellery that JUST keeps them decent. The man is holding a shirt, but he throws it into the crowd, punctuated by the screaming of women in the crowd.
In the very centre of the room is, what you guess to be, your charge. The chest you are to escort. It is a beautiful thing, ornate and splendid, with art you have never seen and gold lining. But strangely, no one approaches it. Then you notice why - by its side, flanking it, are two huge orcs, covered in tattoos. The moment anyone gets close, they begin to draw huge swords. On the floor, by their feet, pool several large pools of blood, and at least three severed hands lay in the blood frozen in a groping motion.
Yes, you think. Best stay away from that chest. But for the rest of the casino...
Last edited by Lentil Sponge; May 17th, 2022 at
05:33 AM
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May 17th, 2022, 12:18 PM
Dylan Scott
Great Wyrm
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Grims Big City Adventure
Kitwix Hillivi Grinzinta, Grim to his friends, was not a native of Julianople, but he had been in the city just over a week now and to a gnome of his talents this was more than enough time to acquire a familiarity with the city. Enough to know about the Dead Mermaid Casino and the opportunities it could offer to a man (or gnome) down on his luck and in need of a rapid and substantial boost in resources.
Not your typical sailor, he had made a common sailors mistake however, under the promise of support and lodging at the university in exchange for assistance with their studies, Grim had arrived early and made liberal use of the services and taverns of the docks like all sailors do when they come to shore from a long voyage, spending and squandering his coin readily and quickly.
His circumstances however had changed rapidly when he had arrived at the gates of the university at the appointed time to find his promise of lodging and services was fraudulent. His family having already left port on the Radiant Moon, his families trading vessel and not due to return for many months, Grim found himself at a loss.
He had agreed to the scientific exchange to gain access to the Fabled library of Julianople University, the secrets he sought hidden inside. Now without the access he has been promised the only way he could gain the knowledge he needed was to pay the extortionate rates the library charged to visiting scholars who had no affiliation with the University. A fee Grim did not currently possess and had no way of raising without years of legitimate work.
He was a talented scribe and translator, as well as possessing other talents which would make finding employment easy for him, but in a city like Julianople this would do little more than cover his modest living expenses. To find the money he needed he would have to pursue less..civilised means of employment
Using his particular talents for gathering information it only took him a couple of days to tap into the whispers of the lawless city and find what he needed. A place to start. The famous, or rather infamous Dead Mermaid Casino and its proprietor Tilly One-Eye Gansog.
Finding the place proved simple enough, like many of the cities Grim had visited on his travels there were people you asked and people you avoided, such as the city guard or any official in general. A smile here, a coin or two disappearing into a pocket there and he soon found his way to the impressive structure, although seeing how it dominated the skyline in this section of the city Grim was sure he would have been drawn to it anyway in time but that was the price the city asked to find her secrets so he accepted it.
Entering the casino and adjusting to the noise and smells, and seeing the stunning Elven woman in red approaching to greet him, an alluring smile on her face Grim's little gnomish eyes lit up.
Magnificent, such a shame i didn't find this place a week ago before i wasted my coin on those less blessed ladies
.
Giving the young woman a dazzling smile, he responded in Elvish, explaining his great regret that on this occasion he was there for business and not pleasure and was seeking employment. The warm genuine smile he received was a pleasure and unexpected reward and he spent a long moment admiring the woman as she turned away.
Well, if I'm to wait then i might as well see what opportunities are out there and enjoy a good drink while i do
he thought making his to the bar to order a large flagon of Mead from the white bearded dwarf running the bar, addressing the man on his native Dwarven tongue with a small smile and nod of his head.
Finding himself a small unoccupied table at the back wall of the Tavern area, Grim sipped the mead from the flagon so large he needed both hands to lift it and settled comfortably. Tapping into his magic as he did with a few whispered words and twitching fingers. The spell was just a small apprentices trick to eavesdrop on conversations, focusing his eyes on the lips of anyone he gazed at and allowing him to read their lips perfectly.
Normally of limited use in a busy place like this but to a man like Grim it could be a gold mine of information and secrets. The Small Gnome was a scholar of languages, fluent in close to a dozen tongues and passingly familiar with dozens of others from his travels around the world, in a tavern like this with so many people of so many races, holding conversations in so many languages, a great many he understood, that simple wizards trick was a significant source of rumours and whispers.
As he sipped his Mead and tried to hide his smile at some of the more risque and amusing conversations he overheard, he once more tapped into his magic and connected with the city itself. While others of his race had a natural talent for illusions and phantoms, Grim's innate magics allowed him to tap into the accumulated memories of the cities he visited, all the whispers and secrets spilled on the streets and in back alleys were heard by the stones and wooden beams of the buildings and soaked in, just waiting for someone capable of hearing them to share in their secrets. Grim was one of those someone's who could hear and often understand the whispers. It was these magics which lead him to his familiarity with the Lawless city and the Dead Mermaid Casino in the first place, though at times, especially in places as significant as the Dead Mermaid, the accumulated whispers was too much and even Grim was unable to distinguish one whispered voice from another enough to find something worth listening to
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Cast Speechreaders Sight and Whispering Lore to gather rumours and information from the Casino (Knowledge - Local skill +4 for Spell)
Dice
knowledge Local
:
1D20+10
(
3
)+10
Total =
13
Bonus Action:
Reaction:
Other:
Stat Block
Kitwix Hillivi Grimzinta / Grim
Chaotic Good | Gnome - Traveller | Sorcerer - Mongrel Mage
HP:
5 |
AC:
11 |
Initiative:
+0 | Low-Light Vision
Passive Perception:
14 |
Speed:
20
STR
7 (-2) |
DEX
10 (+0)
| CON
8 (-1) |
INT
15 (+2) |
WIS
14 (+2) |
CHA
22 (+6)
Fortitude Save -1 | Reflex Save +0 | Will Save +2
Weapons:
Finesse, Thrown 10ft. +1 Attack (1 Damage, 19-20/x2)
Dagger (4)
|
Finesse, +1 Attack (1 Damage)
Brass Knuckles
Features and Abilities:
Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, Undercommon
Languages
|
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, Stealth:+4, Survival:+2, Swim:-1
Proficiencies
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 sorcerers
Mongrel 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:
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 consecutively
Naga - Vanishing (7 rounds)
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 you
Worldly 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 feet
Slow Speed
|
Gnomes can see twice as far as humans in conditions of dim light
Low-Light Vision
Gnomes receive a +2 racial bonus on Perception checks
Keen 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 skill
Gift 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 level
Magical 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 halved
Sea-dog
Spellcasting:
Charisma |
Save DC:
Cantrip 16, 1st Level 17
Sorcerer Spells
Daily Usage - Cantrips:
Unlimited
First:
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) checks
Whispering Lore - Urban
Last edited by Dylan Scott; May 17th, 2022 at
05:15 PM
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#
3
May 17th, 2022, 12:26 PM
Vaerdis
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Kara Kurdst
The streets, the people, all these things were familiar to Kara. It wasn't as if the divide between the west and east were that different, but the fact that this region of the city was under the domain of a personality reminded Kara too much of home.
Within the establishment, after averting eyes from the mermaid carvings, Kara had to hold an old scarf to her nose to suppress the urge to cough. If she didn't need to find business, she wouldn't be ingesting the air of this place.
The elven lady that came before her was a distraction, like all the other ones built into the façade of this place. Color slightly grows on Kara's cheeks as she looks away from direct eye contact with the woman. One needn't Kara's level of distrust to sense that they were being sold something. Thankfully, brief words were enough to be told of her prospective employer. Though the fact that she has to wait in this den of thieves wasn't a comforting thought,
'I don't have that much money.'
Thinks Kara, her hand and her thoughts drifting to her nearly-starving coinpurse.
Food, drink, gambling, music, violence and death. That was what Kara's sharp eyes saw as she glanced about the room. Though she was naturally prone to stopping such fights, her feet brought her over toward violence. Kara had chosen to linger into the crowd of those watching the beatdown of one woman by another. She had intended to simply watch, but curiosity got the better of her, asking out loud,
"What are the rules?"
__________________
DM of:
Disciples of Akrat
and
New Pantheon of Ardein
Player of:
Rana
in
The Empress' Trials
,
Mari
in
No More Secrets
,
Shuran
and
Cota
in
Life Within The Maw
,
Maroo
in
Paku Isles
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Kara
#
4
May 17th, 2022, 10:09 PM
Lentil Sponge
Cleaner of the Royal Butt
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Grim
There's a lot of chatter throughout the bar, though not much of it reveals much that Grim didn't already know, or at least suspect.
"What do you mean?! I think the dumplings are delicious!"
"Are you kidding?! You're telling me that I've lost twelve times in a row, and this game
isn't
rigged! I should stuff these dice right up your..."
"Why would I lie to you about that, Sasha? The dancer in there is twice the size of Agnar. You know, I thought that it was the other way around with elves and orcs, but maybe..."
But then Grim focuses his attention on the staff. After all, who else would have secrets about this place? He can't help but notice two ladies pressed up against each other, their eyes on the boxing ring far away from them.
"Isn't Hoya meant to be downstairs from now on? What happened?"
one asks.
The other frowned.
"She nearly got herself killed, that's what! I don't know how she convinced Tilly to let her into the ring instead - maybe she still owes her."
The first one purses her lips, and immediately hugs the tray of drinks to her chest in concern.
"I really hope she's ok. I don't want her working the floor again. Not after that one guy tried to..."
The other woman just laughs and pats her companion on the back roughly.
"Tried, then she tore his junk off! She's a tough nut to crack, she'll be fine!"
Then there's a wink, and an added low hum of,
"Tilly gave her some good advice, if you know what I mean."
Kara Kurdst
The referee, if such a boxing ring could be said to have one, immediately drops the catwoman's hand. He marches over to Kara with a grim little smirk that breaks his thick moustache.
"It's 8 silver to enter. You have two minutes - Hoya will try and pin you to the ground, or just beat you to a bloody pulp. If you're still standing up in two minutes and haven't given in, you win 5 gold pieces."
He then turns his head, looking over to Hoya.
"Or you could beat her, but... well, we'll talk about what happens if
that
happens. No eye-gouging, no groin attacks, no running away from her and no magic. Other than that, do what you want."
Hoya's tiger-striped skin bristles a little. She is already back in the opposite corner to Kara. Two attendants, in the same uniform as everyone else in this den of criminals, tend to her. One, a man with a red loincloth, splashes water on her face and then feeds her beer from a wooden goblet. The other, a halfling woman dressed exactly as the elf who greeted you was, undoes Hoya's hand-wraps and puts on fresh ones, seeming to take an oddly long amount of time to do so. Once done, both of them move away from Hoya and unceremoniously toss her last bleeding, beaten opponent out of the ring like a sack of unwanted potatoes.
Kara suddenly has her arm roughly groped by the referee. He squeezes her, looking for muscle. He makes a few appreciative hums.
"This wouldn't be your first fight, would it? You're a strong lady... you know what..."
He then leans in, as if sharing a secret with Kara.
"I reckon you can beat her. She's been fighting all day, she'll be tired. This could be the easiest 5 gold pieces you ever make."
As he's saying this, Kara hears something else in his words. There's just something about him - he knows something about this fight that she doesn't. Hoya herself just stares at Kara as she lifts up her shirt to wipe a glob of blood of her chin. At first there's no expression. But then there's a curl of the lip. An exposed fang. A furry and furious smile.
Out of Character
So from here on out, I'll let you lot take control of the NPCs and the results of your rolls for the most part. Just to give myself time to focus on figuring out some finer details and also the travelling around. I will occasionally pop in with some specific rolls and bits and pieces from the other NPCs, as and when they're needed, though.
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5
May 17th, 2022, 11:31 PM
Vaerdis
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Kara Kurdst
Kara only slightly glanced to the catfolk woman. If her own assessment was correct, the woman was more of a brawler than a grappler. Far outside her own expertise, which was to pull out a bow and fill such a person with arrows from four hundred feet away. While she might be able to keep away from her if allowed, not being able to use magic was a major issue. Part of her specialty is versatility in aid of her skill set.
Looking the way of the referee, announcer, whatever he may be called, Kara could definitely drink in
Dice
Sense Motive
:
1d20+6
(
2
)+6
Total =
8
the feeling
that she was being cheated before a match began. After all, she beat a woman bloody in that very ring to the point that they had changed her handwraps. Could Kara survive against such a woman? Not if she had to attack. Her training with her fists is nonexistent, brawling isn't a sport in the arena, it is a luxury. To go against an opponent with non-lethal weaponry is suicide in the arena, as it is reserved for training exclusively.
A chill went from the core of her arm to her spine, Kara shoots an angered look at the referee touching her arm, so close to her tattoo at that,
"There are different kinds of muscle, and mine are suited not for punching but holding a weapon. It would be a poor show of me to participate. Besides..."
She looks over near the body of the beaten woman. Sympathy showing upon her face as persons about likely rifle through pockets and other gaps in clothing searching for what they desire. It disgusts her, greatly,
"What about a small spell before the match, if you are so certain that my eight silver is a nice investment, nothing to defeat your fighter, or to change the environment. I just need some proper gloves."
She says, while flexing her bare hands. At the very least she needs some knuckle wraps. If they are cheating, a little enchantment woven into a creation won't be immense harm. If they say no to this, then they aren't overtly cheating and loss of all coin will be her own fault.
__________________
DM of:
Disciples of Akrat
and
New Pantheon of Ardein
Player of:
Rana
in
The Empress' Trials
,
Mari
in
No More Secrets
,
Shuran
and
Cota
in
Life Within The Maw
,
Maroo
in
Paku Isles
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Kara
#
6
May 18th, 2022, 01:20 AM
Lentil Sponge
Cleaner of the Royal Butt
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Kara
At first, the man's ready to reject Kara's request outright, but then there's a snarl from the other side of the ring. Hoya gives a firm nod. Looking very unsure about this, the referee turns back to Kara and his eyes narrow.
"One! One spell, and if I decide you're cheating, you don't get the gold!
He then looks to the helpers.
"Get this lass some hand-wraps!
The human man runs to Kara and he begins to bind her hands. The halfling woman, meanwhile, gestured to the crowd and tried to draw more spectators in. Then Hoya's fists meet as she prepares herself. Kara
just
hears the clink of metal on metal. Hidden knuckle dusters.
Then, just as the attendants shuffle away, the referee smacks a gong with his hand, giving out an impotent "CLONK!". Hoya lunges forward. The fight has begun.
OoC
No need for rolls, Vaerdis, unless you want to roll for both Kara AND Hoya. She'd have a pretty standard bruiser stat array.
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#
7
May 18th, 2022, 03:38 AM
CatCanCook
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Liana Xirkul, the Lawless Harlequin
Liana’s purpose was always clear.
Liana Xirkul boldly leapt up alongside the two burlesque dancers and the sister of the gatekeeper who was playing the wild jig.
Liana was beautiful, slender and remarkably tall (for a halfling): and her dance style was immediately a flattering and flirtatious
Dice rolls at bottom of post
compliment to the other dancers
. Liana was born and bred an exotic dancer, and it showed. But in no way did she act to compete with the others, only to uplift and magnify whatever eroticism or elegance or comedy the jeweled man or the jeweled woman chose to manifest, moving acrobatically and spontaneously with the jig. As a member of the Cirque, as a traveling talent scout, improv was the way. Improv was life, emotion, physicality, sensuality. It was her soul and at the heart of what the Family did.
At the end of the performance, the scantily clad halfling was glistening with sweat. But she kept the spotlight upon the burlesque dances. She gushed softly so that the other woman could hear it:
"Oh, by the hundred-and-eleven gods and goddesses of lust, you are a queen, such perfection, such beauty!"
And to the man:
"They love you, you are so hot!"
Her enthusiasm was simple and genuine, but not personal rather objective as one professional cheering on another. Nevertheless the sentiment was natural, unfeigned, simple, wholehearted. She bowed to the elf musician, keeping the spotlight always on her and her troupe.
The understudy never upstages the prima donna
: focused professionalism to a T. Stepping off the stage, she cloaked herself, fading into the background. She improvised one dance. But they own the stage, the night, and any proceeds.
The Family of courtesans, whores, exotic dancers, circus acrobatics and freaks: they were to be sure a difficult and dysfunctional family, full of passion, rich with crime and sin, full of the broken, pained and abused. But they were the only Family in the wide world that mattered to Liana: some were already in the Cirque de la Fumee, some potential recruits. Hopefully she made a good impression upon the three, and won the other woman a few extra coins. Her love for the Family was authentic, it was indeed a religious devotion. Others often sensed and respected that: even if they don’t yet call it a Family, and cannot perceive the reality of unity and common cause as she does.
When there was time later, she would continue to meet and mingle with her kind: the prostitutes and dancers: making it clear that she was not here to compete, honoring their territory. She was a traveler, a visitor.
As for the rest of the people at the Dead Mermaid's Casino:
marks, tricks
. She surveyed them coolly.
Hmm … but some here could have a line toward information useful to her, or a path toward jobs-to-be-done. She began to stroll around.
(later)
Liana Xirkul spied an outlander, an out-of-place looking elvish woman, who seemed to view this fragrant den – this home of the Family – with barely veiled distaste. She was probably of no use … though, entertaining if she picked a fight. Liana kept an occasional watch out of the corner of her eye. Fistfights? Not for Liana,
never ever
if she could possibly avoid them.
The gnome though: he was a curious fellow. He seemed to be scoping the joint. She approached him.
Kitwix Hillivi Grinzinta saw a gorgeous and tall halfling approach. She had earlier been briefly on stage, and had been seen casually chatting with ladies of the night, acting quite as if she fit in amongst them. However, she wasn’t exactly a performer. Except for when she had striped down earlier to dance, she bore traveler’s gear, and a light crossbow.
"Good evening, sir! "
She greeted him cheerfully.
"You seem like a man who might know … something about something. Are you a regular here?"
(Proving immediately that she herself was not.)
She made small talk, and gave every sign of offering casual friendship (not … professional services.) But after a minute it becomes clear that she was fishing for local information as well as sussing out what kind of person the gnome was.
Aid Another grants +5 to the other dancer’s performance checks! She will aid each.
Dice
Aid another vs DC 10 to grant +5 to female dancer's performance
:
1d20+8
(
15
)+8
Total =
23
Dice
Aid another vs DC 10 to grant +5 to male dancer's performance
:
1d20+8
(
10
)+8
Total =
18
As a Zealot class ability, she can Aid another on herself to boost her own Diplomacy check. So 1(rank)+3(class)+4(cha)+5(aid-self) = +13.
Dice
Diplomacy to show goodwill toward burlesque group
:
1d20+13
(
19
)+13
Total =
32
Last edited by CatCanCook; May 18th, 2022 at
03:40 AM
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#
8
May 18th, 2022, 04:11 AM
Noquarter19
It's clobberin' time
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Vyeggar Vugmuk
Credit to @TSRodriguez14
The smell of coin and blood, of sweat and beer and hope and fear, the joy and heartbreak, all of it was a hedonistic miasma that made Vyeggar yearn to be back outside where the air was cool and only smelled of waste. In this cloying atmosphere of debauchery, Vyeggar felt out of place. Certainly, the violence appealed to him, was second nature in fact, but the glitz of wealth and excess was but a greasy gilded mask that covered up what he imagined was untold corruption. The sheer volume of coin these people were pumping into Tilly’s coffers was beyond Vyeggar’s reckoning, which was why he was here in the first place. No one needed that much coin; better for him to hold onto some, to make sure it wasn’t getting into the hands of any
bad
men. He chuckled mirthlessly to himself as his hands rested on his hips, standing tall in the middle of the entranceway as he looked over the garden of greed that was the Dead Mermaid’s Casino.
Time for some fun.
A pretty little thing in a red cocktail dress that barely contained her breasts strutted up to the half-orc and started in on her faux-seductive welcoming schtick. He eyed her up and down, making no pretense that he was ogling her. She put a hand on his black-bearded chin, smiling coquettishly.
”Well, aren’t you just a tasty treat,”
he replied, reaching out with his own hand to fondle the side of her right breast, and just as quickly letting his hand fall back to his side. He grinned at her, revealing the filed points of his yellowed teeth. His eyes finally met hers, the golden-brown irises staring intensely at her in a way that seemed less lustful and more hungry, like she were nothing but flesh to be devoured.
”I’d love to play with you, but I’m here for your boss.”
He looked around, not entirely sure what Tilly looked like.
”Got a job, something about a chest. Obviously not one as nice as yours,”
he said again, his splayed hand reaching out again like he was going in for the full grab. She stepped back from him uncomfortably, saying that Tilly was busy just then, but he was welcome to enjoy the fun and games. He grinned again, enjoying her discomfort
”Well then I guess I have some free time to spend with you… too bad your face is so pinched, I’d never be able to focus. You elves always look like you suck lemons. But that’s alright, we’ll just put a pillowcase over your head.”
He laughed at her face, a deep guffaw bellowing from his chest as he stood there enjoying her hurt expression before brushing her aside with one muscled arm and heading for the bar.
There was a white-bearded dwarven man tending bar, a smiling simpleton who looked like he could barely see over the counter. Vyeggar sauntered up, standing at the middle of the counter.
”Shot and a beer, dwarf,”
he grumbled to the tiny man. He put two coins on the counter and took his drinks, not bothering to leave a tip. The whiskey burned pleasantly, and the beer was nice and cool. He sipped his drinks and stood with his back to the bar, drinking and watching the sights. A short distance away was a boxing ring where two women were fighting it out. He snorted. A voice rang out as the victor – some sort of cat – stood with her arm raised.
"Is there anyone strong enough to survive two minutes with Hoya the Beast?"
The voice called out in challenge, and with nothing better to do, Vyeggar moseyed over to the side of the ring.
”I could beat your little pussycat but I don’t hit women, even if they do have more hair than me,”
he hollered up to the announcer. He took a long, satisfying swallow of beer and belched loudly.
”Let me know if you have any real fighters back there,”
he snorted, enjoying the angry look the catwoman shot his way. He didn’t have time to play with kittens, especially one as mannish as this one appeared. He was here for one thing only.
Two gruff looking orcs were standing beside an ornate chest, swords in hand. He eyed them interestedly, wondering if they knew anything about his brother. Their tattoos were unfamiliar to him, but then he hadn’t been in Julianople for very long. The chest was ridiculously ornate, ostentatious to such a degree as to appear foolish. The blood was interesting. So were the hands. He couldn’t help himself. This was why he was here, and though he had no intention of opening or touching the chest, there wasn’t anything that would stop him from taking a closer look. He finished the beer and tossed the glass over his shoulder, enjoying the pleasing sound of shattering glass. It was time to go take a look at why he was here.
”Ladies,”
he said as he approached the two orcs. They already had their swords raised.
”Oh, please, put your little knives down before you cut yourselves. I was coming over here to see if you need a hand guarding the thing, but uh,”
he said, jerking a thumb back at the severed hands on the floor,
”looks like you’ve already got a few.”
He laughed again, a deep belly laugh as though the pile of severed hands was the funniest thing he’d seen in weeks.
”Hahaha. Ohh. No, but I’m here on a job for Tilly, supposed to be moving this fancy little trinket box of hers. Don’t even care what’s in it, just wanted to take a look before we get started. That thing looks damn heavy. And stupid to boot. Who bothers decorating a box? It’s what you put in there that matters. Rich people,”
he snorts, shaking his head. His mouth is curled up in a grin, the points of teeth just showing through mottled grey lips, but there is no humor in his eyes. He looks at the two orcs.
”Well you ladies have a nice day, I’m sure I’ll be seeing you again real soon,”
he said humorlessly, before turning back towards the bar for another round of drinks.
__________________
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Posting status:
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Noquarter19
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#
9
May 18th, 2022, 08:23 AM
Vaerdis
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Kara Kurdst
While the referee seemed reluctant, which proved in Kara's mind the real things going on, it seems Hoya was open to some sport. Seeing the activity on stage, just barely hearing the metal on metal did well to prove in Kara's mind what kind of cheating was going on here. She began her chant,
"
I fill-
"
Interrupted by a boisterous heckler that seemingly just dashed over here. Kara looks aback at what would have been a more preferable brawler. This had caused Kara to sigh, looking at the referee still. She wriggles her fingers in her handwraps. She resumes the chant,
"
I fill for you, this chalice. Your servant bids you to drink of it. I vow to be all that is good in the world, to rid of evil from without.
"
A spark of static covers her hands, when the light fades, her knuckles are covered with padded leather that she demonstrates clearly the softness meant to be a weapon without harming her opponent. Although there was definitely an enchantment that made them far more valuable than some metal in this ring.
Hearing no objections, mainly silenced by Hoya herself, Kara submits eight silver, then hops up into the ring. In her mind, the battle began here. She peers at the woman opposite to her, drinking in every facet of the brawny catfolk's being. Every fiber of her being was analyzed for weakness. Then the fight began. Kara is first to move, her reflexes merely being better. It starts with a glancing blow, a well-practiced glancing blow as if she were testing her opponent. Then a real punch with her cestus followed.
Kara's punches are light, quick and most importantly accurate. Her opponent is a brawler, used to taking hits and dealing greater ones. But she is trying to break Kara's body, not simply win or pin her. Thankfully Kara is light on her feet, rather than strong, lest she be broken in two. Lasting in the ring against this monster for two minutes is unlikely, one minute is her time limit and Kara needs to beat Hoya down. Going for a series of body shots, there are no glancing blows as she hits Hoya twice in the chest, each hit with full force, with one hit at the end that had no effect, seemingly on purpose. Kara had gotten into a rhythm and a flow. Damage was mounting and Hoya was not looking good, despite being the favored in the ring.
__________________
DM of:
Disciples of Akrat
and
New Pantheon of Ardein
Player of:
Rana
in
The Empress' Trials
,
Mari
in
No More Secrets
,
Shuran
and
Cota
in
Life Within The Maw
,
Maroo
in
Paku Isles
Last edited by Vaerdis; May 18th, 2022 at
08:24 AM
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#
10
May 18th, 2022, 08:48 AM
Touketsu
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Damien
There was nothing like a bit of violence, gambling, and debauchery to put one in the mood to conduct business. Little as he maybe wished to admit it, Damien had developed something of a taste for these seedier places. Coming from something, losing it all, and then starting again with nothing tended to have that effect on people... those that weren't in total denial anyway. On any other night, the vishkanya might have considered sitting down with the card players and cleaning them out, but he resisted the urge. This was, after all, a work occasion. There was a fine line between relaxed and unprofessional.
Damien's golden, reptilian eyes scanned the area for any sign of his prospective employer. Instead, he was quickly received by a very forward elvish woman. Though he was initially reserved, he couldn't help but let a small smirk slip across his face as she cupped his chin and flirted.
"Sorry to say girl, but I doubt we could afford each other... maybe another time."
He reached up, gently but firmly brushing her hand aside.
"I'm here to speak with Tilly One Eye... about her work request?"
As the elf dropped the act and told him what he wanted to know, his gaze followed her pointing finger toward the sound of muffled fiddle. With little more than a single nod of silent thanks, Damien left her side and made for the bar, intent on ordering a drink and listening to the music. It seemed as good a way as any to pass the time... but there was more to it than that. One had to assume they were being watched in a place like this. High profile folk like Tilly didn't hire just anybody without at least SOME vetting... which meant there was a decent chance part one of the "interview" process had already begun. The casino likely had eyes everywhere, looking at possible hires and determining their worth based on their actions. Left to their own devices before a meeting, what would they do to wile away the minutes or hours in a place such as this?
Of course, maybe Tilly's job wasn't so pressing as to require such measures. Alternatively, she could have just lacked the foresight to test people in such a way, but a woman of genuine success wouldn't likely be that foolish. Better to err on the side of caution; leave the gambling to the laborers and take in some light entertainment while keeping his eyes open for shifty types. After ordering a whiskey, the man made his way into the burlesque room, finding a wall to nestle against as he sipped his drink and watched. While the music wasn't exactly to his taste, there was no denying the musician's talent at the fiddle; he had no doubt she made out well in a place like this. Still, likely even more of a draw were the dancers, a provocative duo that drew the rapt attention (and likely a fair amount of coin) from the circle of onlookers. They weren't alone however.
A woman danced opposite them; an uncharacteristically tall and slender halfling with movements indicative of a fair amount of training in the art of dance. One could be forgiven for thinking she was part of the performance, but her clothes, while provocative, did not match those of the other two (if you could even call the bejeweled coverings clothing). She didn't seem to be trying to insert herself, but rather was simply expressing her enjoyment of the others in her own way, quick to praise the pair when they had finished their performance. Far from appearing a mere enthusiastic patron, the halfling didn't carry herself as one who is accustomed to her surroundings... a new arrival to the city perhaps? Or maybe just new to the casino as he was. Coincidence perhaps, but... perhaps not.
Damien's eyes followed the woman as she approached a gnome seated by himself. Like himself, the gnome seemed to be primarily engaged in quiet people-watching before the halfling approached... more potential competition maybe? Sipping his whiskey, the vishkanya shrugged and straightened up, tossing a gold into the elvish musician's fiddle case as he departed the corner to approach the other two strangers.
As Liana made introductions to Grim, the two were approached moments later by a tall and slender reptilian man in a fine-looking suit.
"Pardon the intrusion... but the two of you don't strike me as locals, which tells me we might all be here with the same purpose."
Damien smiled slyly.
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May 18th, 2022, 09:27 AM
DebiRedHair
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Finrod
A tall, slim, non-descript half elf enters the tavern, with a shorter, dark skinned human. Both look like mercenaries, the leather armour and shortswords are usual garb for the toughs that form the companies that war around the city. The half-elf is wearing a Holy Symbol of the Three Sisters, which is less usual.
They look around the casino, and then head over to the bar. The darkskinned man speaks to the barmaid.
"Me names Albrecht, and this is me old mate Finrod from the Purple Dragons. We find oursleves in your fine establishment and a glass of ale and a portion of those dumplings would suit us both. "
The half elf smiles at the barmaid, but his eyes continue to watch all the patrons in the room and evaluate them. As Albrecht starts to flirt with the barmaid, Finrod watches the room. He ignores anyone, except Albrecht, or the serving staff. He watches, evaluates and does not interact. There are too many people here, and he has no mission.
What is the purpose of this place?
he thinks.
Nothing here is real, apart from the chance to lose money that is hard earned.
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Last edited by DebiRedHair; May 18th, 2022 at
09:34 AM
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May 18th, 2022, 11:13 AM
Dylan Scott
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Grims Big City Adventure
Sadly for Grim, tonight was not to be an evening of earth shattering secrets and underhanded dealings, but the information he did glean so far was interesting enough, though not very surprising. So the staff of the Dead Mermaid Casino were cheating and running scams galore
such a surprise
he thought with a chuckle.
Continuing to sip his mead, Grims eyes were drawn repeatedly to the exquisite figure making her way through the crowd, talking to all the staff it seemed. Like many in the room he had seen her dancing, and assumed she was one of the staff here. Her conversations with the other dancers he was able to follow and seemed to reinforce that assumption as she complimented and encouraged many of them.
It was only when he saw her making her way towards him through the room, now fully dressed (much to his disappointment) in travellers clothing with a small crossbow slung over her shoulder that he considered that his opinion of her might be mistaken.
Her question about his patronage here revealed she might also be a visitor as well, as his eyes focused on her lips, the magic currently making his eyes sparkle a soft emerald automatically diverting his attention there. With a soft exhale of breath and a moments pause Grim suppressed the magic momentarily and with a couple of quick blinks his eyes returned to their normal Icy blue as he looked up and met her gaze with a smile, as was his way, addressing her in her native halfling tongue
"You flatter me my lady, i do in fact know a great many things, but whether they are worth knowing, ah that is the real questions isnt it?"
"Alas this is my first visit to this fine establishment, although had I know that Mistress Gansog has secured the talents of such an accomplished dancer and if i may say such a captivating beauty, i would have made this my first stop when I arrived here in a port"
Grim has a feeling she wasn't in the employ of the Casino but to make it clear that he knew she was not payed to perform and had chosen to do so seemed impolite. Grim, of course had no problems with the beautiful young halfling displaying her gifts for his eyes but in his travels he has found that many cultures placed a stigma and judgement on certain professions seen as less pure then others and he didn't want the young lady to feel judged for expressing and enjoying herself on such a place as the Casino
He was about to ask her to join him for a drink when they were approached by a very tall gentleman in a fine suit. Although extremely exotic in appearance, a vishkanya if he was not mistaken, he addressed Grim and the Halfling in the Common Tongue. Grim was fascinated, in his travels he has seen the Vishkanya on only a couple of occassions but had never had the chance to interact with them directly, this seemed like the perfect opportunity and if the statement from the man was true then they were indeed all here seeking employment from Mistress Gansog
Switching back to the Common tongue also, Grim stood and stepped out from the table, the smile on his face not faltering as he found he was the smallest of the group, even the halfling woman was taller than him, another fascinating contradictory discovery this day.
"Please join me for a drink, both of you. I am here to speak to the proprietor about an employment opportunity and perhaps you are also seeking the same?"
Pulling out a chair for the tall halfling, he waves over to get the attention of one of the wait staff, dropping 3 golden crowns on her tray as he orders another Mead
"Please get my friends here whatever they desire"
Turning back to the pair of strangers, Grim gives them a charming smile and doffs an imaginary hat in the Halflings direction
"Kitwix Hillivi Grimzinta, scion of the house of Grimzinta. Scribe, Translator and cartographer of the Radiant Moon at your service. My friends call me Grim, but may they never find me that way!"
He says with a grin, turning his gaze to the beautiful halfling with a raised eyebrow as if to say
and you?
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Other:
Stat Block
Kitwix Hillivi Grimzinta / Grim
Chaotic Good | Gnome - Traveller | Sorcerer - Mongrel Mage
HP:
5 |
AC:
11 |
Initiative:
+0 | Low-Light Vision
Passive Perception:
14 |
Speed:
20
STR
7 (-2) |
DEX
10 (+0)
| CON
8 (-1) |
INT
15 (+2) |
WIS
14 (+2) |
CHA
22 (+6)
Fortitude Save -1 | Reflex Save +0 | Will Save +2
Weapons:
Finesse, Thrown 10ft. +1 Attack (1 Damage, 19-20/x2)
Dagger (4)
|
Finesse, +1 Attack (1 Damage)
Brass Knuckles
Features and Abilities:
Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, Undercommon
Languages
|
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, Stealth:+4, Survival:+2, Swim:-1
Proficiencies
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 sorcerers
Mongrel 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:
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 consecutively
Naga - Vanishing (7 rounds)
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 you
Worldly 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 feet
Slow Speed
|
Gnomes can see twice as far as humans in conditions of dim light
Low-Light Vision
Gnomes receive a +2 racial bonus on Perception checks
Keen 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 skill
Gift 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 level
Magical 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 halved
Sea-dog
Spellcasting:
Charisma |
Save DC:
Cantrip 16, 1st Level 17
Sorcerer Spells
Daily Usage - Cantrips:
Unlimited
First:
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) checks
Whispering Lore - Urban
Last edited by Dylan Scott; May 18th, 2022 at
01:13 PM
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Dylan Scott
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Nathan Cross
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Kitwix Hillivi Grimzinta
#
13
May 18th, 2022, 12:14 PM
triedtherest
Great Wyrm
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Last Visit: Sep 22nd, 2023
RPXP: 6408
Posts: 4,631
Dougal Fastblade the Third
Dougal tossed a coin into the air, for luck. He caught it in mid-air, slapped it down onto his wrist and removed his hand from view. He looked down at it.
"It's a...."
He cocked his head, trying to make sense of the strange picture.
"...weird kinda Wolf-looking animal, with a whole Octopus for a head!"
He looked confused.
"I have no idea whether this is good or bad!"
He sighed.
"Though that's pretty much how my stay in "Old-Julianople-Town" has been so far!"
He had a point, he had arrived from the Provinces a few short weeks ago, with a crate of illegal chems that he had invested his own time and coin into creating, some seed money for bribes and to hire on a crew, and the names of a couple of people that his Thieves Guild, The helping Hands, had dealt with in the past.
Since then, his guards ended up turning on him when it turned out that they already worked for the Gang-leader he tried to sell to. He had burned his own product to cinders so that same Gang-leader could not steal from him, and avoid a reputation as an "Easy Mark!" And, to top it all off, an "anonymous" tip had led the guards to the place he had set up to produce more Chems, landing him in Prison on trumped-up charges of Illegal Chem Production (true), Intent to Supply (also true), and Conspiracy to Commit Mass Murder through Supply of Deadly Toxins (completely false!)
He thought that his luck had finally turned around when a Prison Riot broke out, giving a chance for Dougal and his cellmate, Tom, a chance to escape. They were almost free, when he encountered the Cruel and Corrupt Prison Warden being cornered by some of the more Feral Prisoners, with the clear intent of killing him, causing Dougal to do three things. First he cursed himself for being an idiot. Second, he made sure that Tom got away. And third, he started an argument amongst the Prisoners, by remarking that the Warden was more valuable as a hostage! This caused enough of a distraction for the Warden to get away and rejoin with the Guards, who managed to put the Riot down, hard!
The next day, Dougal was released and sent on his way. Tom's family asked him to stay with them, until he got back on his feet, or even longer!
Tom had clearly embelished Dougal's role in his escape, so his family, the Coopers, looked at Dougal with something akin to Hero-worship, especially his seven foot tall, Half-orc cousin, Bebe Cooper, who kept staring at him and licking her lips in what she believed to be a lascivious way! When Dougal mentioned that he was looking to sign on with a crew to earn some coin, Bebe gleefully told him that she could set him up with one of her contacts in the underground fighting scene, but that he would "owe" her!
So, with the vague potential of employment, and the certainty of "Snu-snu" (whatever that was) with Bebe, in his future, Dougal headed towards the not-at-all-foreboding Dead Mermaid's Casino, stopping just long enough to have a brief external monologue with himself along the way.
Entering the building, Dougal was reminded of his family's setup back home, only more intense, especially the
smell,
which hit Dougal's nose harder than a right hook from Bebe!
The partially dressed Greeter delivered her spiel, and Dougal gently shook his head with a smile.
"Dougal Fastblade the Third."
He
Dice
Linguistics/Diplomacy (Orator Feat) Check
:
1d20+11
(
13
)+11
Total =
24
said
by way of introduction.
"Here to see th'Boss about a delivery job."
He appeared sympathetic when she complained about "doing the voice", and nodded sadly.
"Yeah, I guess you have to do what you can in this city though, right?"
Stepping into the main area, he listens to the announcer, then snorts in derision.
""Is there anyone strong enough to survive two minutes with Hoya the Beast?""
He repeats.
"Not bloody me, that's for certain!"
Then.
"Oh, bloody "somebody" though!"
He remarks as a contestant makes themselves known.
He watches, avidly, as the combatants faced each other. But he wasn't watching the
fight
, he kept his eyes on the people
watching
the fight!
People always let their guard down when they're absorbed in something. It let's other people see their TRUE faces!
His
Dice
Perception Check
:
1d20+5
(
2
)+5
Total =
7
gaze
swept over the room, watching people's
Dice
Sense Motive Check
:
1d20+5
(
20
)+5
Total =
25
reactions
, and straining his
Dice
Knowledge (Local) Check
:
1d20+8
(
4
)+8
Total =
12
memory
to find anything useful.
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triedtherest
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#
14
May 18th, 2022, 01:26 PM
CatCanCook
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Last Visit: Sep 22nd, 2023
RPXP: 8048
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Liana Xirkul
Interesting, the female fighter in the rings showed talent. That is well
, Liana observes from a glance of the cage-fight.
Liana Xirkul overheard a vile half orc mistreating several women of the establishment. Her hackles rose. When a mark treated women of the Family with such disrespect, they sometimes followed on with violence. Ugliness that emerged from the mouth was often firmly lodged in the soul. She smiled a somewhat glassy smile, and quietly went to stand where she could keep line-of-sight on the potential threat.
She heard:
"Pardon the intrusion... but the two of you don't strike me as locals, which tells me we might all be here with the same purpose."
She looked up, momentarily disconcerted at the reptile-person speaking. Then she answered with a sly smile.
"I doubt we are here with the same purpose. I am a religious scholar. Of Erotes. Of the Greatly Endowed One. And of the hundred-and-eleven gods of love, and lust. Oh, and I am a talent scout … for who can follow … ah … certain particular paths. Is
this
your purpose
too
?"
She smiled warmly. An affirmative answer could be pleasing.
"But, well, scholarship and scouting, ah, need funding. And I could use a bit of coin too.
My name is Liana. Liana Xirkul, by the way."
She responded back to the gnome, speaking in Halfling.
"
Dear gentleman-gnome, esteemed and generous Kitwix Hillivi Grimzinta, I have not yet begun to flatter you. I assure you, should I begin to do so, you should surely notice and feel
so much more
.
"
She lowers her voice, and continues quite softly in a language not many in the establishment would understand.
"As for serving Mistress Gansog, well she didn’t want me as a dancer, but frankly for a much less interesting reason, as a mercenary. And, well, she was rather taunting me that she might just have a little piece of information. Something, well, I would prefer to learn some other way"
"."
She leaned closer to the gnome, and whispered in his ear.
Impulsively, she decided to trust him.
"Scribe, Translator and cartographer – I’m looking for a man. He owes a debt. Human, male, aged around thirty. Tall man, black mustache, neatly trimmed. His eyes were a piercing gray. His nose, thin. His face was handsome enough but weathered from time outdoors. Tends to make up ridiculous names for himself. Caries a spiked shield. Seen or heard of such a fellow, maybe?"
She watches him closely for an answer, hoping he is discreet if he has an answer.
Then she backed away, giggling, as if she had just been flirting with him.
Oh so much fun.
Her eyes flick back toward the half orc. To see if he is harassing anyone else.
Last edited by CatCanCook; May 19th, 2022 at
12:38 AM
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CatCanCook
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#
15
May 18th, 2022, 01:43 PM
Exhibit A
DAGRON
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Last Visit: Sep 21st, 2023
RPXP: 7189
Posts: 3,303
Kotram Deepiron
Kotram let out a brusque laugh at the elf woman's flirtations. Did that kind of thing work on the sorts they got in here?
"Save it. I've been called many thing over th'years, miss, but 'cute' ain't one of 'em. I'm here to work, where's yer boss?"
Frustrated that he had to wait- couldn't anybody keep an appointment?- Kotram sat at the bar.
"A mog of milk if ye have it,"
he told the bartender,
"and don't give me that look! I meant what I said. Milk, cold as ye can."
The other dwarf shrugged and brought him the drink, which Kotram drank greedily, the milk staining his mustache white..
"Nothing like a good glass of milk,"
he said to no one in particular,
"Keeps ye strong. Better'n guzzling ale and losing all sense, that's fer sure. 'Specially in a place like this, with who-knows-who lookin' to snatch yer coinpurse if you drop yer guard fer more'n a second."
He went on like that for a bit, rambling to whoever was willing to listen, until the fight in the ring caught his attention.
The two ladies weren't bad, for a pair of bar brawlers. The big catfolk was certainly confident, but the human girl had a dangerous grace to her. And if he wasn't mistaken, she had a bit of magic about her, as well. Some might call that cheating, but to Kotram, all was fair in a fight. It's not really a victory if you know your opponent held something back.
"Not bad at all, girl!"
he called out,
"Yer faster than that big kitty, use it! Stay in the center of the ring, and keep moving!"
__________________
I prepared explosive runes this morning.
Exhibit A
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Garen Mylari
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Keziri Sharada
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