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The Lawless City
[Game Thread]
The Dead Mermaid's Casino
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#
31
May 20th, 2022, 01:06 PM
triedtherest
Great Wyrm
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Last Visit: Sep 16th, 2024
RPXP: 7912
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Dougal Fastblade the Third
MORE people desperate to work here?
Dougal raised an eyebrow at the elven woman's tale of the server's mother.
"Alchemical or Magical Medicine?"
He politely asked.
"If it's Alchemical, I might be of assistance to the lad."
Dougal could feel the gaze of the slim, green-skinned, male that
wasn't
an Orc, briefly appraise him!
Why does my SOUL feel bare?
He shivered, despite the heat!
He raised a good point though.
"Yes, you clearly have a good handle on the way things work here."
He said to the Elfess.
"What brought you here? A sick relative too, or...?"
He leaves the sentence open, hopefully to be filled by the server.
Another newcomer arrived, seemingly out of nowhere, and introduced himself. He
seemed
personable enough, but he reminded Dougal of some of the Hired Killers that his old Guild employed on occasion.
"That's...not really a question that people in our line of work generally ask...OR answer, there fella'!"
He says semi-jovially, but with a vague hint of admonishment, in the tone a High Society type of person might use to indicate when somebody makes a social
faux pas
!
"But in the interest of full-disclosure, I will admit that I have recently been released from the
Slang term for Prison
nick
, and got word of this gig through my escaped cellmate's Half-orc cousin, who sometimes fights here, and arranged this in exchange for "Snu-snu" later...whatever in Sophi's name THAT is?"
Character Sheet
triedtherest
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#
32
May 21st, 2022, 06:58 AM
CatCanCook
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Coming to meet the newcomers
With the unpleasantness with the half-orc put on hold, Liana concentrated on other matters. There were many gathered together and quite a number of them seemed to have a common purpose -- to seek employment. Well, not all of them were going to get hired, were they? And she wanted a piece of this work and not just for the coin it offered.
When the palpable comment woman, surely a lieutenant of Tilly, arrived, Liana unhesitating downed a shot. Then ... she reached for a second shot. She paused. Then she exerted all her willpower ... and
failed
(as usual the back of her mind chided.) She took a second shot.
When the woman caressed others chins, she immediately bounced over.
"Me, here, this chin too."
She hopped up and down.
She decided to work the crowd with a bit of a system, visiting each would-be mercenary, and introducing herself with what charm and warm she is capable of --
Ranks +1. Class +3. Cha +4. Theologian trait +1. Zealot's aid another on self: +5 -- so generally +14.
and that is considerable
!
To Dougal Fastblade: she hopped on a table to greet him eye-to-eye.
"Pleased to meet you, I am Liana Xirkul. Did I hear you said you were an alchemist? And you are a swordsman too. Wow, that's amazing. If we both get hired, well, I'm not half-bad with a crossbow, actually. I can watch you back; and you can watch mine!"
(She turned half away, met his yes, and gave a flirtatious wiggle.)
She bounces gleefully over to Finrod; pleased to find this newcomer introducing himself with some warmth.
"I am Liana Xirkul, exotic entertainer and talent scout for the Cirque de la Fumee. While I do perform, though not as well as my betters in the Circus, I also ... uh, follow shall I say, a martial path, a psychic path."
She giggles and taps her forehead.
"I've got it up here, not just down there. My obvious assets are not my only assets. I can help keep an eye of the safety of my fellow performers, and bring out the best of my troupe. You just have to, well, open up to me a little. Trust me, a little. That is, if you're lucky and get picked."
There was more to see and do, but the drinks were making Liana a little too happy to quite stay on focus. She would greet others, as the right time arose.
Last edited by CatCanCook; May 21st, 2022 at
07:03 AM
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#
33
May 21st, 2022, 04:16 PM
Alatere
Crazy Kobold
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Tarbin Haldar
Tarbin quickly became aware of a number of conflicts and disagreements breaking out across the casino floor and his natural instincts told him to step in and break them up but he was currently in unfamiliar territory and not only was it not his place to do so he wasn't sure where he would even start.
'Where is most pressing? Where am I needed most?'
Tarbin thought to himself with a frown as he glanced around. There was a large group that had started to form around a half-orc and a gnome who seemed to be facing off but as of yet they had not actually come to physical blows... the same however could not be said for a pair of halflings as one was currently repeatedly smashing the others face against a table. With a slight sigh Tarbin strode straight towards the conflict like an arrow fired from a bow. Without saying a word the nondescript looking young man reached out and grabbed the halfling who seemed to have the upper hand by the scruff of the neck and yanked him up in to the air so that he was helplessly dangling in mid air.
"Begging your pardon I'm sure its none of my business but I would say that he has had enough..."
Tarbin declared as he nodded towards the bloody faced and rather dazed looking halfling slumped on the table.
The halfing captured in Tarbin's grasp began to thrash about as he attempted spin around and get a look at who had got a hold of him or at the very least lash out with a foot and hit something vulnerable.
"Hey let go you hulking brute this is none of your business"
The halfling hissed as he thrashed about like a wild animal.
"While I'm sure that might be so but it's not very sporting to strike a man when he's down and your friend doesn't look like he is in much of a state to defend himself right now..."
Tarbin countered calmly.
"Put me down and I'll show you how sporting I can be..."
the halfling growled with a fair amount of alcohol induced courage. The halfling then reached up and began clawing at Tarbin's arm eliciting a more intense frown from the large man but little reaction other than that.
Raising up the straw hat that he held in his other hand Tarbin briefly placed it on his head before dipping it in the direction of the female halfling.
"Apologies miss but I am afraid I must borrow some of this man's time..."
Tarbin apologised before he spun on his heels and quickly strode towards the boxing ring in the corner of the room.
The halfling then squeaked in surprise as Tarbin suddenly without warning hurled him in to the ring as though he weighed little more than a pebble.
"Rage is burning a little too strongly in this one... do you have a suitable opponent to let him work it out of his system..."
Tarbin declared as he looked towards the referee.
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William Fletcher
#
34
May 22nd, 2022, 05:06 AM
DebiRedHair
Elegant Elven Redhead
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Finrod
Finrod looks at Dougal and a thin smile crosses his face but not his eyes,
"I have been fighting for the past three years. I have witnessed men at their best and worst. I watch and kill to protect my comrades, and follow the orders of my commander. "
The smile he turns on Liana is broader and more welcoming, but it too does not reach his eyes. He bowd to her and says
"It is my pleasure to meet you. I enjoy the thrill of acrobatic movement myself, I find it a good way to get around a battlefield and avoid being hit. Your dancing was spectacular, and you did honour to your craft."
He bows again, then his eyes leave hers and continue to watch the rest of the room. Liana senses he is like a coiled spring; vigilant and ready to act if he needs to.
__________________
I have taken the Oath of Sangus
On phone at weekends so shorter and less frequent posts.
Last edited by DebiRedHair; May 23rd, 2022 at
10:12 AM
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Rhianne
Valeria d'Athos
#
35
May 22nd, 2022, 01:02 PM
Dylan Scott
Great Wyrm
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Grims Big City Adventure
The moment seems to linger and stretch out longer than Grim is comfortable with, but he can't back down now. The Orcish Man stands and continues to stare down at Grim, a perplexed look on his face as he takes in the information getting thrown at him right now. The power flowing through Grim's Eyes, Liana's masterful performance and show of fear and anxiety at what he could potentially unleash if the man called Grim's bluff. Yveggar appears almost ready to make a move just as a white haired human appears and tries to inject. His mannerisms, although well intentioned seem haphazard and awkward, like a butterfly flitting between flowers unsure where to land. His smile flowing from confident and cheerful to nervous and back again as he apologises for the interruption and then cheerfully orders drinks for everyone, before taking one and downing it BEFORE making a toast with it.
Grim is happy to take the distraction and hopes this man's well timed, if amusing interruption, will be enough to gloss over the stand off between the Half Orc and the Gnome but the smile once more falters on Grim's lips for a moment as the new arrival begins to make comments about Tilly and the Staff of the Dead Mermaid that are best left unsaid, or at the very least restricted to more private quarters. Grim scans the crowd quickly, being the first to break eye contact with the Half Orc and turning away.
Let the Man think he made me back down first, he can have his victory
Grim thinks as he looks around for trouble he fears is brewing
Sure enough, the appearance of the tall exceptionally beautiful Elven woman with long blonde hair and a gold trim on her uniform differentiating her from the more common, if still extremely attractive, staff confirms his suspicions. He cant help but chuckle at her interest in Damien and the Half Orc and wonders how much is genuine on her part and how much is her attempt to divert attention away from the humans words.
Stepping closer to the table, Grim raises his hands to the edge and two of the shot glasses slid over to his waiting palms. Raising one in thanks to the Hostess, he reaches back and offers the second to the Half Orc still standing at the edge of the group
"Come my friend! join us! it would not be polite to refuse an offer of refreshments from such a ravishing beauty as our host. Many thanks my lady, we are indeed here to discuss employment with Mistress Tilly but there is no rush. Perhaps you could tell us more about this Gebeta Board you mentioned..i can see my friend Damien here is as intrigued as i am by the offered prize it can provide?"
though whether he meant the Gold crowns or the time with the hostess was anyone's guess
Giving the exceptionally tall Damien a playful grin and wink, Grim downs his shot as two more slide across the table to his hands, this time the glasses being offered to Dougal and Finrod. Grim's ice blue eyes, fully of life and merriment, meeting Dougal's own attentive and surprisingly intelligent blue eyes (considering his apparent social stumbling) before sliding to the cold frozen Ice Blue of Finrod's own.
"You as well gentleman, join us. I know you would not want to offend the lovely Liana there by not sharing a drink after she graced us all with such an staggering performance of her art earlier"
Grim was intrigued by Finrod, the man was well armed and carried his weaponry with a easy grace which showed he was intimately familiar with their use, and his voice carried well and showed a strong personality, but he had appeared like a wisp of smoke amongst their group, as if by magic. A trick Grim himself could perform on occasion but even he had to admit he could not perform it with such skill and panache this man had.
He was worth keeping a close eye on he though, and it appeared that Liana had come to the same conclusion, focusing her much more flirtatious attention on the man as she tells him of her connection to the Cirque De La Fumee. Grim had heard of the Circus by reputation in his travels but had not been lucky enough to witness their performances in person. If Liana's skills as a dancer were any indication then their fame was well earned indeed.
Grim was about to turn his attention back to the Hostess, still curious about Gebeta when he picked up the final comment made by the white haired Human, despite his dislike of wasting a good drink he was unable to stop himself spitting out his shot as another loud roaring belly laugh escaped him at the mans confusion of what "Snu-Snu" meant
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Prestidigitation to slide shots across the table (not powerful enough to levitate them directly).Diplomacy Attempt to smooth things over and get everyone drinking together
Dice
Diplomacy
:
1D20+11
(
18
)+11
Total =
29
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
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
36
May 22nd, 2022, 04:00 PM
triedtherest
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RPXP: 7912
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Dougal Fastblade the Third
Dougal raised another eyebrow, this time at the OTHER Elf, the one that seems to be vying for the same job as himself and the growing crowd.
"Ah, I never said that I was either an Alchemist OR a swordsman. A True Alchemist would be able to Brew a Magical concoction, and despite my Surname being FastBLADE, like yourself, I prefer a crossbow...
sometimes
a dagger, and if I can spare the cost, a good flask of something that goes
"Boom"
, although..."
He pauses, and a frown crosses his face.
"...the last time I did so, was
bad
day for me!"
His frown is joined by a look of suspicion, as he glances around at the table.
"Say, none of y'all know a brother-sister team by the name of Safira and Jerek, would you?"
Character Sheet
triedtherest
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#
37
May 23rd, 2022, 06:10 AM
Noquarter19
It's clobberin' time
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RPXP: 19269
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Vyeggar Vugmuk
Credit to @TSRodriguez14
There was something... odd about the little gnomish fellow that
choosing to auto fail a sense motive for story purposes
gave him pause
. It might have been the fact that he responded to Vyeggar's not-so-thinly-veiled threat with laughter, or the unusual way his eyes shifted color from emerald green to the blazing red of a blood moon. It was in fact neither of these.
"A drink? Hell, why not. Not much else to do here but gamble away a fortune I don't have. That, or get with one of these poxy whores - present company excluded, of course,"
he said with a wink at Liana, before turning back to the gnome.
"Name's Vyeggar."
He made no move to shake hands. Instead, he grabbed a nearby chair and spun it around to sit with splayed legs, his thick bulging arms resting on the seat back. He took a deep swallow of his stout and was about to finish the glass when another fellow showed up - a shifty looking human.
"I think we ALL like to live dangerously, my friend, otherwise none of us would even be here!"
a voice full of confidence replied, though if Vyeggar wasn't mistaken contained only the merest trace of a quiver. He was just about to tell the meddlesome human to piss off, when the man continued his prattling.
"Ah', rude of me to interrupt a thinly veiled threat like this...can I get you guys a drink?"
"Thinly veiled? I thought it was rather blatant, myself, but sure I'll drink your booze."
He drained the rest of his mug of stout and was about to hurl the glass over his shoulder when it was snatched out of his hand by a deft- handed waitress carrying a tray of shot glasses and a bottle of amber liquid.
"My ladies, my gentlemen and my others, surely you can't be so temperamental when there's a table full of shots to drink?"
she says, leaning across the table and putting her generous bosom on full display.
"I can tell you're all here for Tilly One-Eye. Must be about the chest. Well, I've worked here longer than she has, so here's a secret - she talks a mean game and throws a mean punch, but she's just a sweet old pussycat once you know her."
At this, Vyeggar looked up at his new drinking companions as though truly seeing them for the first time.
Wait...
these
are the people who are helping haul the chest? They're the size of
children!
I don't know what this green feller is, but he's got a sly look to him.. And this human looks like a stiff breeze would bowl him over.
The half-orc started to get up, intent on finding this Tilly One-Eye and asking - no,
demanding
- what the hell kind of scam she was pulling hiring folk such as these to transport something as heavy and extravagant as her precious chest.
We may as well carry signs saying "Rob us!"
The waitress was still talking, blathering some nonsense about how good the folk here were, before adding,
"As for Tilly herself, she'll be down soon enough to talk to you. A businesswoman is never not busy, not in this city."
His dark retort was silenced when she began to whisper sweet nothings in his ear.
"Mmmm, I have a thing for well-dressed and green. Shouldn't you two be on the Gebeta boards?"
She stroked his chin with one long thin finger that was done up with pink nail polish.
"Win enough, you might even be able to afford an hour with me."
Vyeggar looked at her face while his hand snaked around and cupped her ass.
"I might just do that, sweet cheeks,"
he said with a wink, before giving her bottom a slap and sending her on her way.
He drained his shot - his third so far, not counting the two tallboys he'd put away - and assessed his table mates with eyes that were starting to get a bit red. Another feller with enough throwing stars to make a constellation sauntered over. Vyeggar cocked an eyebrow but said nothing more. He turned back to the little gnome feller who had drawn him over here in the first place.
"I sure hope you have some more tricks up your sleeve than making your eyes change color, little man, especially if I'm going to be working side by taller side with you."
There was only the faintest trace of a slur in his words, the half-orc's notable constitution standing strong against the seven drinks he'd consumed in the last twenty minutes.
"And you're not the only one who has tricks. Check this out, a gift from my sexy goddess."
He took the shot glass and smacked it against the side of the table, leaving a jagged point. Holding his left hand splayed open, he thrust the point into his palm and let the blood drip onto the table. He then closed his fist and held it closed for a few seconds before opening it back up. The wound...
DC 20 Will save to stop bleeding, I have a -1 wis mod, so this won't work for a bit. Still funny though.
was still bleeding
He stared at the wound dumbly.
"Huh.
It absolutely does not.
That usually works
. Ah, well. Point is, none of you look like you could even lift that chest. Maybe that milk-drinker over there,"
he said, gesturing to the stout looking dwarf he'd passed near the boxing ring. He reached out and grabbed a section of tablecloth which he ripped a thin strip out of for a crude bandage. His fists clenched in impatient anger.
"Damn it to hell, where is that woman?"
__________________
A watched game never updates...
Posting status:
Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
Noquarter19
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#
38
May 23rd, 2022, 08:54 AM
triedtherest
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Dougal Fastblade the Third
Dougal was certain that if the wind changed, his eyebrow would be stuck in a raised position, after witnessing the various goings-on at this table!
Well if the job is tailor fit for a group of disposable madmen/women, then
these
are the most qualified people in the City. I do not discount myself from this, unfortunately!
He thought, morosely. Then:
Oh, for Sophi's sake! Just what is that crazy Half-orc doing now? Self-harm! He's just got to try and hurt SOMEONE, doesn't he?
The big fellow, was complaining that
something
normally "worked"!
Argh! There's way too much blood flowing in this place! Urgh, it's going to get everywhere!
"Let me put a fresh rag on that!"
He says, trying to
Dice
Heal Skill Check - First Aid (DC 15)
:
1d20+1
(
5
)+1
Total =
6
wrap
the wound with a fresh piece of cloth. The blood continues to seep through.
"Ah! Maybe not, then."
Character Sheet
Last edited by triedtherest; May 24th, 2022 at
05:35 PM
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triedtherest
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#
39
May 23rd, 2022, 10:23 AM
Lentil Sponge
Cleaner of the Royal Butt
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Vaerdis & Tarbin
The male attendant is about to call out to the dwarf drinking milk, when there's suddenly a clatter! A ruffle! Even the referee's eye is drawn as a halfling spins and tumbles head over heel multiple times. He immediately leaps up, and tries to dive out of the ring, only to get himself stuck on the ropes. He still tries to be as intimidating as possible, shaking fists and screaming curses.
The referee leans towards Kara and talks out of the side of his closed lips.
"I'll need to make him look good,"
he murmurs, before glaring at Tarbin.
"How
dare
you sir! I cannot, and will not, have a man fight a woman! He would kill her!"
"I'll kill this man over here in a minute!"
the halfling slurs, boot still tangled up in the ropes.
"And a killer to boot! Sir, have you no shame!"
the referee howls, much to the jeering of the crowd. Some of the crowd start to turn on Tarbin in turn. Suddenly there's shoves on him.
"Yeah, you yokel, what are you playing at?!"
"Got a problem with broads?!"
"Why don't
you
get in the ring, you bloody coward!"
He does hear at least one call of support. A slurred, bloody cry of,
"Ki-kick his ass, Straw-man!"
The halfling at the table tries. The gnome, meanwhile, just has her head in her hands. Clearly, this is not the first time something along these lines has happened to her.
The referee, meanwhile, is once again whispering in Kara's ear.
"Challenge the little drunk, we'll sort out the knuckledusters if you really need 'em. I'll convince him how good an idea it is."
Grim, Liana, Damien, Vyeggar, Dougal & Finrod
As the elven woman carresses chins (and Vyegger has a go of carressing her himself, which she surprisingly doesn't object to), she blinks slowly at Liana. Tradesperson to another, the trade of flesh and fun. She leaves Damien be for a moment and uses her entire hand to cup Liana's chin, purring contently as she does.
"Tilly definitely knows how to pick them. Unless, of course, you've come on your own terms..."
But the elven woman's focus snaps to Dougal as the inquiry about medicine comes up.
"Sweet of you to ask. But no, it's magical. And far outside your price range."
It's only for a brief moment, as Damien begins to interrogate her lightly. She smiles back to him.
"Sandraminae is my name. As for my story, it is long and not as happy as my present. But it got a lot happier once Tilly One-Eye took over this place - she took over from a brutish idiot named Carsola when she was twenty-odd. Let's just say that he had to keep his staff in line with a closed fist. Tilly earns loyalty."
She then rolls her shoulders a little, idly letting the conversation play out as it shifted away from Tilly, and more around the group themselves. What work they could do. How they could provide for Tilly. And she listens intently - it's pretty obvious that she's making quiet little assessments. Doing the work that Tilly doesn't have to, or doesn't have time for. She hums with curiosity at Dougal's story. She mouths
"So the Cirque's back in town,"
to herself. Her eyes widen a little at Finrod's words. She makes a quiet note of the way people around the table seem intimidated by Grim. She stifles a giggle at Vyegger, and says,
"You know, my father would've been belly-aching all day if he did that himself."
The only break in her composure is when Vyegger demands his audience with Tilly. There's just a very cold flicker in her glance, but then it warms up again.
"She's
very
busy. Don't worry, she has eyes everywhere. She'll be trying to cut her business short to see all of you. Now, there's been a lot of questions about me and my boss, but not a lot of fun."
She cocks her head towards one of the closer game tables, and flashes a grin towards everyone on the table in turn.
"How about we change that?"
She sets away, sauntering over to a particular table and making sure to emphasise the sway of her curvy hips as she does. She only stops when she reaches a table with a long board on it. It has ten large holes in rows of five, and four markers in the shape of beetles on it. One of silver, one of gold, one of jade, and one that is pure black. She passes the black one to the handsome attendant of the table, who gives a knowing grin.
"It is a game of both skill and luck,"
she explains, casually throwing each of the beetles into the holes, all across the board, without looking.
"Throw your beetle into a hole, without looking. When all four of the beetles are on the board, one of the holes will turn red, and they will race towards that hole. The first one there wins. Obviously, the closer you are to the middle, the more likely the red hole with appear there."
She lifts the silver beetle, which is barely the size of a thumbnail.
"This little fellow is more likely to land in the whole you want, though he is the closest."
She then lifted up the jade beetle, which is the length of her finger.
"While this one is more likely to bounce in a bad starting position, but he's also the quickest. So... care to play? First go is on me, gentleman, ladies, others. And remember, in a casino, nothing attracts the ladies more than luck."
Out of Character
Gebeta is a quick game I've made up on the fly. Simply choose one of the three colours and roll the corresponding dice rolls. Highest number wins. (trust me, the ones in the game will more than likely be better)
Silver:
Roll 4d6
Gold:
Roll 7d4
Jade:
Roll 3d10
The House
rolls 2d20.
Lentil Sponge
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#
40
May 23rd, 2022, 12:25 PM
triedtherest
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Dougal Fastblade the Third
Leaving Vyeggar to bleed out over the table, Dougal let's his attention dart over to this new game of chance, and possibly skill. His eyes light up at the options.
"I'll play, and I pick...Gold of course!"
He picks up the Golden Beetle and
Dice
Gold Beetle Throw
:
7d4
2
,
2
,
2
,
3
,
2
,
4
,
2
Total =
17
throws
it, hoping for the best.
Character Sheet
Last edited by triedtherest; May 24th, 2022 at
02:41 PM
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#
41
May 23rd, 2022, 01:51 PM
Dylan Scott
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Grims Big City Adventure
Grim chuckles and approaches the table, watching as Dougal picks up and plays the Gold beetle, leaving just the Silver and Jade available. Picking them both up, Grim offers the Jade Beetle to Damien
"its almost a sign my friend, Jade for you and this littlest guy here for a man of my stature"
With a smile at Sandraminae, Grim
Dice
Silver Bettle Throw
:
4D6
6
,
1
,
1
,
5
Total =
13
flicks
the tiny silver bettle across the board, with his Prestidigitation Aura still active he is tempted to manipulate the arc of the beetle as it flies through the air to the board but he has a feeling the Elven Woman will be watching him very closely for such things, she doesn't seem the type to miss much
"I suppose we should have asked what the odds are on this game before we committed to it shouldn't we"
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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
Dylan Scott
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Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
42
May 23rd, 2022, 05:10 PM
Alatere
Crazy Kobold
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Last Visit: Sep 28th, 2023
RPXP: 9775
Posts: 12,354
Tarbin Haldar
Tarbin met the referee’s glare with a rather calm look of his own before slightly shrugging his shoulders.
”I do beg your pardon good sir but in my honest opinion it being what it is I believe that a woman is just as capable at knowing how to fight as any man…”
Tarbin replied as he absentmindedly rubbed at a point on his side as he recalled one or two times he had suffered an injury dealt by a female opponent.
”But to be fair I asked if you had a suitable opponent for the little terrier, both these young ladies look as though they could take him apart before he even landed a single hit…”
Tarbin explained as he nodded towards Kara and Hoya with an obvious look of respect.
”So I quite agree with you it would not be a fair fight… though not for the reasons you have stated…”
Tarbin countered.
”I’m not much of a betting man but I know where my money would be if he faced either of these ladies…”
The large man added with confidence as he pretty much ignored the Halfling who by now seemed to be almost frothing at the mouth.
As the crowd started to grow animated and the first shove was sent Tarbin’s way the simple farmer hardly moved an inch as he was pushed. Instead he slowly turned around and looked straight in to culprit’s eyes before reaching up and placing the straw hat back on to his head.
”I would advice against that friend…”
Tarbin declared in an all to calm voice before straightening his back and standing to his full height for the first time as he looked across the crowd.
”I have been called many things but I do not believe I am a coward…”
Tarbin eventually replied slowly to the shout from the crowd.
”I would ofcourse gladly accept your challenge once the terrier has had his fight…”
Tarbin called back as he singled out the man who had called him a coward.
Alatere
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William Fletcher
#
43
May 23rd, 2022, 11:38 PM
Vaerdis
Rules of Paradise
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Last Visit: Jul 9th, 2024
RPXP: 7972
Posts: 9,243
Kara Kurdst
Just while Kara was resigning herself to becoming a part-time brawler by a very insistent referee, opportunity comes knocking in the form of a halfling tossed into the ring. Kara looks at the referee simply whispering,
"Why not let the two of them brawl?"
Certainly either of them would be a
better
opponent than a fully armored dwarf.
"I do beg your pardon good sir but in my honest opinion it being what it is I believe that a woman is just as capable at knowing how to fight as any man…"
'Why are you saying such a thing. I don't want to be up here for another fight...or a couple, quit talking me up.'
If she knew this, human, or was telepathic it would be easier to explain the bind her situation is. Kara leaned up against the ropes as the man continued to talk.
Kara then clears her throat,
"Then take the ring, don't let him be a coward or call you one if that is your wish."
She says, before swinging her legs over the ropes and hopping down to the ground level, her skirts fluttering. She looks back to the referee,
"If they want to put on a free show for you, who are you to argue?"
__________________
DM of:
Disciples of Akrat
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New Pantheon of Ardein
Player of:
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No More Secrets
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Shuran
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Cota
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Life Within The Maw
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Kara
#
44
May 24th, 2022, 11:14 AM
CatCanCook
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Last Visit: Apr 8th, 2024
RPXP: 8048
Posts: 8,957
Personal Business
Liana spotted Trista, the elven musician who had led the burlesque troop earlier, standing by the casino edge.
Since the mercenary applicants were briefly occupied with games of chance, Liana made her way over. She had no interest in games of pure luck; they were for marks. The house always won in the long run. Were it a game of skill, well … then maybe.
Approaching Trista, the elven woman said,
"You impudent little <blank>, what gave you the nerves of steel to jump on my stage?"
But Liana could see from a kind of smirk the elf wore that she was amused behind her mock anger.
"Madame Trista, my time in the Cirque taught me that every shot you don’t take, you miss. And, I think you see, I only complemented your team. Helped show them at their best. Even if one was, well, pretty raw."
"He is at that. The Cirque, eh? I have to admit, you did add to the evening, and maybe to the take,"
(coins chinked as she patted her beltpouch)
"but I have to ask why? What shot were you taking? Given your … allegiance, you aren’t looking for a job with us. You aren't here to steal away my people to become traveling performers?"
"No, I'm not her to join or recruit your dancers. But maybe you can help us, or we can help you?"
Liana gestured subtly toward a prostitute haggling with a customer.
"I was born and raised in the business. I’m a devotee of Erotes, and the hundred-and-eleven."
She lowered her voice, and drew the elf into a more private corridor where she could speak in a whisper.
After a few moments, Liana returned to the main floor, stood on a chair for better vantage, and began to scan the crowd.
Last edited by CatCanCook; May 24th, 2022 at
11:14 AM
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#
45
May 24th, 2022, 03:28 PM
Fyre2387
Truthwatcher
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Last Visit: Sep 16th, 2024
RPXP: 2466
Posts: 730
Rashirr
Rashirr was pretty sure this was the right place. He’d never seen a mermaid, but they looked like those funny fish people in the carvings, right? They didn’t seem dead, though. That was confusing. If the place was called the Dead Mermaid, shouldn’t the mermaids be dead?
He went inside, and an elf lady greeted him, very friendly. In all his years as a gladiator, she was hardly the first woman that had been that kind of friendly towards him, but he wasn’t here to be…friendly. He told her he was here for a job, and when she said he’d have to wait, he just nodded and walked off. He wanted to ask why the mermaids weren’t dead, but she seemed busy.
He wandered over towards the bar just as a fight started between a human woman and a catwoman. That was interesting; he didn’t see many of his own kind in the city. She seemed like a pretty good fighter, but all strength, not very quick. The human was definitely faster; all she’d have to do is keep moving and the cat would have a hard time hitting her. He heard a dwarf at the bar call out the same advice, and moved over in that direction in time to hear him talk to the bartender about guarding a box.
Sitting down on the stool next to the dwarf, he turned towards him.
"I heard you say something about the box. Are you here to guard it, too? They told me I could come here and get paid to guard a box."
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