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The Lawless City
[Game Thread]
The Dead Mermaid's Casino
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#
76
Jun 7th, 2022, 07:23 AM
DebiRedHair
Elegant Elven Redhead
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RPXP: 5910
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Finrod
Finrod notices the arrival of Tilly One-Eye, and the fact that she does not seem to have noticed him. He watches her carefully and decides to remain in the shadows for now and reveal himself when she starts to gather a group. He moves to flank the old man at the Gebeta table so that he can intervene if the security need assistance - though he doubts that will be necessary.
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Rhianne
Valeria d'Athos
#
77
Jun 7th, 2022, 01:24 PM
CatCanCook
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Liana curtseys at the big boss
Liana was pleased enough when the impending violence at the gambling table was halted due to her warning. There was no particular need for any of her prospective coworkers to get pummeled.
When Tilly One-Eye appeared, it was impressive enough the way the staff reacted. Here was a leader who must have a sharp eye, and must regularly deal out both rewards and punishments.
When the One-Eye flicked to gaze in her direction she gave a saucy little curtsey and a twirl of her crossbow as if it were just a theatrical prop.
The the danger of violence averted, she resumed her former intent. There was someone to find.
Her eyes surveyed the tables constantly.
She began moving around a bit; being sociable while she searched. A five minute count had been announced. Until then there were jobs to be done.
She met Damien's eyes; rolled her eyes at the fiasco of the drunk. But nodded in satisfaction that the threat was on the ground, bothering no one now.
Continuing, she strolled over to potential mercenary coworkers she hadn't met (Kara and Turbin.) She overheard the conversation -- noticing a comment about persons being paid to be friendly. Well, she would be friendly this once,
for free
.
"Greetings! Nice job in the ring."
(To Kara) Her smile was bright and genuine.
"Welcome, even if you seem a mite out of place."
(To Turbin) Her warmth was palpable, so much that she almost has an aura.
"I'm Liana. Exotic dancer, traveling circus performer ... and well, sometimes a bit of a merc who just might be angling to get hired for a job. You here for something similar?"
Liana Xirkul
(
Sheet
)
Last edited by CatCanCook; Jun 7th, 2022 at
01:26 PM
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#
78
Jun 7th, 2022, 05:45 PM
Dylan Scott
Great Wyrm
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Grims Big City Adventure
As the Gebeta board turns entirely Red, Grim stifles a soft curse and turns to the Elven Hostess with a smile as she tactfully diverts the attention of the game attendee and the drunkard, giving her a subtle nod of the head at her generosity and forgiveness, she clearly knew he wasn't cheating to win the game, just to ensure the drunkard old man lost.
Something he seemed to be doing a lot if the attention of the Orc and Kobold team were any indication. Grim was curious to see how they would handle the man and he would admit a small streak of malice when he hoped that handling would be of the more physical kind for the way he acted. As his new friend pushed the man away at arms length and addressed the Orc/Kobold duo Grim chuckled and stepped up to his friend with a big grin, patting the man over the pocket in his jacket, after all Damien was far too tall for Grim to pat him on the shoulder unless he climbed onto the table like Liana had done so deftly. He could manage it but it would not be anywhere as near as graceful and dignified as the Halfling dancers climb
"Please my friend, give no more thought to this drunk fools antics, leave him in the very capable hands of these fine fellows here and go have a drink with the lovely Sandraminae, i'm sure it will be 5 minutes you would regret for the rest of your life if you missed the opportunity"
As the Gnomes fingers pat at the Vishkanya's pocket there is a spark of magic that flares up and over the mans body, the odour and wrinkles caused by the drunken old mans fall onto the impeccably dressed Mans clothing disappearing and an enticing scent washes over him, emanating from his clothing. it only takes a moment to recognise it as matching and complimenting the one currently worn by Sandraminae.
As Grim gives the man a knowing wink, Damien hears the sound of coins dropping into the pocket of his jacket, either the Gnome is especially bad at hiding his sleight of hand or he is exceptionally good at it and wanted Damien to notice, if he reaches into his jacket pocket he can feel 4 coins now rest there, by their size and weight the feel like Golden Crowns. before he can protest though Grim turns way, giving Sandraminae a small bow with a flourish and makes his way into the crowd using the pathway caused by the arrival of the Orc and Kobold, his voice still booming louder than is should be as he waves at the Halfling
"Liana! I believe i owe you a drink my lady..oh who are your new friends?! come join us!"
As the Gnome is disappearing into the crowd, Damien hears his voice whispering in his ear as if he was stood behind him (and on a table)
"I would check your pockets for missing valuable my friend, I for one do not believe that old man is as drunk as he seems"
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
use of prestidigitation to Clean up and scent Damien's clothing, Message Cantrip to whisper warning and sleight of hand to slip 4GP into Damien's Pocket
Dice
Sleight of hand Check
:
1D20+4
(
6
)+4
Total =
10
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, Sleight of Hand: +4, 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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Character Links
Ash
Nathan Cross
Malmenos Karxivas
Kitwix Hillivi Grimzinta
#
79
Jun 7th, 2022, 11:59 PM
Vaerdis
Rules of Paradise
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User Statistics
Last Visit: Sep 21st, 2023
RPXP: 7941
Posts: 9,233
Kara Kurdst
Kara nodded along to Tarbin's story. It would not be much unlike her own, save that she has no memory of her parents. The life before training was one of barely scraping by in an orphanage. The man spoke well, but his posture was nervous, like she was extorting him for something. Considering his skills, Kara likely wouldn't be able to threaten him so, so why act like this? Near the end, Kara was about to answer, 'you as well?' before Tarbin drew attention to her arm.
Waiving away the offer for mending, Kara left her arm free,
"Just the pain of a glancing blow, if I took a square hit from Hoya, I would have been on the ground, and not walking around."
When the man finally raised eyes, he observed her, like a thief stealing secrets. Just like one with a conscience, he had dropped his gaze and had a hint of embarrassment on his face,
"A warrior, or someone pretending real well at being one. I always heard about hero this, warrior that, but, has anyone ever seen what one of those things really is? What is necessary to call oneself such- I am not making sense, I apologize."
Kara said, while declining her head. It was a good compliment, she worked hard to be a useful weapon, a fighter of some great mastery. But such a goal was always a step further, on a far flung shore.
"Brandy, if you would please,"
A man nearby, one that elegantly fit such a title with equipment to match some level of preparation, or at least decoration to be a duelist of some kind. Such a person had laid gold on the table for liquor. Kara could feel her stomach bubbling with something furious at someone so readily cleaning out his pocket for such luxury. Five gold was hard earned after beating a tyrant in the ring, and had earned Kara the ability to supply herself for another week or two of food and cheap inn rooms without additional work.
The dwarf got to work as he heard the unmet man's request. Kara, being served first was granted the reprieve of a thirst quenched, and nerves quelled. She was off guard. She heard the dwarf's mistake with the drink before she had seen it. When she snapped her gaze his way to see what was going on, only, by his word to follow his gaze, to spot her prospective future employer. One look at Tilly One-Eye Gansog was enough to see that her gaze was elsewhere. Kara drained half of her draught of ale, only to stop there as it wasn't lessening the fluttering filling within. She shook her head,
"Her eyes are on a fighter, not I."
Just as Kara positioned herself to lean with her back to the counter, a halfling rapidly strode up to her and her impromptu drinking partners. It was difficult to not imagine a gale following in the wake of this short woman with a massive presence. Flabbergasted, Kara responds tersely to her first comment,
"Great to have a fan."
Getting an immediate feel for the girl before her, this dancer, Kara responds honestly,
"Tarbin and I are in the same profession. Guarding."
Not far, from the direction of the gamblers tables that Liana strode from, came the voice and figure of a short creature. Too hairy in the face to be a halfling, too narrow to be a dwarf, so a gnome, then? She crossed her arms, looking somewhat cross for the briefest of moments, before submitting to the atmosphere with a sigh. Sparing a glance toward
Alric
the duelist
, then back at the halfling, Kara asks,
"Guessing by coincidence, since nobody has any uniform, we are all hired for the same job. I suppose we have until that fight in the ring concludes before the boss is ready to see us. I am Kara, no family, no titles, part time smith and most proficient with a bow."
She looks at this crew, that may or may not be who she surmises. It isn't as if she had an idea about the number or appearance of people that Tilly One-Eye had hired for the job of escorting the chest, but she wasn't about to possibly anger any of them. She then adds for flavor,
"Pleasure to meet."
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Kara
#
80
Jun 8th, 2022, 07:50 AM
Alatere
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Tarbin Haldar
Tarbin nodded at Kara's words accepting them for the most part though he did throw one final glance at the young woman's arm.
"That is good though if you don't mind me saying I would suggest that you still apply a cool soaked cloth once you get a chance..."
the young man declared with a slight frown.
"If there's one thing the arena taught me is that you can never be too careful with your body... you only get one after all..."
Tarbin replied as he once again rubbed at his back.
Tarbin looked puzzled for a moment as he reached up and removed his straw hat before running a large hand through his hair.
"What's the difference between a warrior and one who pretends to be if the fighting they do is still the same..."
Tarbin replied with a slight shrug.
"And I reckon being a hero has nothing to do with how well you can fight but the resolve to do what is right... not that I can honestly say I have ever met a
true hero...
"
Tarbin replied.
"Villains on the other hand... met plenty of those..."
Tarbin then added quietly as his gaze briefly drifted to being far off.
As the bartender freezes up and begins staring up in to the air Tarbin instinctively turned to follow the man's line of sight.
"Tilly Gansog I presume. She is shorter than I expected..."
Tarbin replied automatically as he narrowed his eyes and studied the woman.
"You're afraid of your boss?"
Tarbin then questioned slightly bluntly as he turned back to the barkeeper with a raised eyebrow.
"Oh hello there miss..."
Tarbin responded slightly in surprise as he briefly replaced his hat only to dip it response to the diminutive young woman.
"I had thought that the casino got all kinds of.. err guests do I really stand out so?"
the large man questioned as he glanced around the room in general.
"I do beg your pardon miss Liana. Tarbin, Tarbin Haldar. Farmer by trade but as miss Kara just said I am here for some guard work."
Tarbin answered rather openly.
"If you don't mind me saying you dont have the look of your average mercenary"
the big man then questioned.
Tarbin then glanced over as a rather fancy looking gnome called out to their new acquaintance.
"I suppose if you believe there is a chance we may be working together it would make sense to talk some more..."
Tarbin then added as he glanced down at the small woman.
"I just need to get my drink..."
Tarbin then added as he glanced back at the bartender and the overflowing drink.
Last edited by Alatere; Jun 8th, 2022 at
07:51 AM
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William Fletcher
#
81
Jun 8th, 2022, 08:26 AM
Dressedtojazz
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Garcon de Pompom
In the brief moment of silence that follows after Tilly One-Eye Gansog’s overwhelming presence in the room, the door of the casino swing open to allow for a swaggering figure in a colorful high-fashion sailor outfit. Lemon-yellow shirt and embroidered leather britches over knee-high scarlet buccaneer boots and several pieces of jewelry with light blue freshwater pearls add sparkles to his ivory skin. He bows in a sweeping well-choreographed motion where his tousled white hair gives way to show the full tattoo of a serpentine creature curling around his spine from the back of his head to the neckline of his shirt. When he rises from the bow he flashes the establishment a broad smile and turns his large, slightly off-setting, and pupilless, butter-yellow eyes to the bar and the crowd gathered there.
"Excuse me"
he mutters as he slides past the skimpy-looking elf in red and starts toward the bar. Here he overhears the last words of
Kara
the woman
who, in her ragged clothing, looks like a brigand. He steps close enough that the words he says could not be for anyone else than her and the group she stands with,
"Ah, I must be in luck again to arrive just in time for that. I have come to carry out a task for Tilly One-Eye. A special prize that needed to be escorted..."
he winks at the tall woman and breathes out a sigh of relief as he takes in the other around the bar.
The lithe and surprisingly tall halfling seems to be a joyful woman and immediately catches Garcon’s fancy. The young, nondescript man who hovers by the red lady’s elbow is a commoner of sorts, and Garcon catches himself seconds before dismissing the man as included in the group. Then his eyes drift to a gnome that exhibits a stunningly beautiful beard and has the sense to wear clothing suitable for a voyage across the sea.
Kitwix "Grim" Hillivi Grimzinta
This one
earns a respectful nod from one seaman to another. Lastly, Garcon’s gaze falls upon the man with the neat goatee, he looks like a fencer and even one who has his finances in order.
Tarbin
The man with the straw hat
speaks and immediately Garcon finds that his straightforward attitude is to his liking. He acknowledges that the man does not speak to him and thus keeps from intruding on the conversation, but there is a point where the slightly stooping young man lets a word of wisdom hang in the air and Garcon seizes the moment to add a comment,
"Yes... Villains. We’ll not be running low on those any time soon. Reminds me of a certain black-hearted pirate we ran into in Port Rigorio a few months back. He was radiating such maliciousness that his parrot refused to sit on his shoulder..."
an artistic break before Garcon dryly adds,
"the sinister bastard stuffed the still-living bird into a pot with melted gold and created an idol out of it, instead."
Garcon’s eyes drift again to the bar. He smacks his lips and insinuates himself closer to
Alric
the duelist
and the counter of the bar,
"I see you have the sense to have ordered something to still the mind. Wise."
The yellow eyes wander to the blade at the man’s hip,
"and you carry my favorite weapon."
Garcon taps his own rapier, less well-cared for than the one Alric carries, but still good craftsmanship.
"Whereabouts have you been trained in the usage of the rapier, friend?"
OOC
I really hope I did not miss any PCs by the bar. Please let me know if I did.
Last edited by Dressedtojazz; Jun 8th, 2022 at
08:28 AM
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#
82
Jun 13th, 2022, 11:52 PM
Grouchy
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Alric Andersen
Drumming his fingers on the tabletop as he awaits his drink order still, Alric watches the interaction between the two he has just bumped into with others seemingly drawn over to them like moths to a flame. First a halfling woman - Alric has seen them on occasion but it still is a strange sight to see them. Half adult, half child, Alric isn't quite sure what to make of them. He has heard they have reputations as thieves but it always seemed unfair, as the few he has met always seemed optimistic and happy, friendly to a fault even. Then a rather dapper looking and somewhat soused gnome - a first for Alric, as the few gnomes he had met in his hometown were always stiff-necked and disciplined fellows, merchants and scientists. Seeing one with a few drinks under his belt was foreign to Alric, and he chalked it up as another strange oddity of this place.
The arrival of the albino man, fellow duelist that he is, has intrigued Alric and he offers his hand to the man in greeting.
"Well met, good sir,"
he says to Garcon with a polished, well educated tone.
"My name is Alric. I hail from Dumnon. My father takes swordsmanship quite seriously, so myself and my brothers have had several private tutors over the years. If you have any brothers, you understand that we often got a fair bit of practice with the blunted blades when we had a grievance with each other. What about yourself?"
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#
83
Jun 14th, 2022, 07:40 AM
CatCanCook
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Liana
Tarbin introduced herself to Liana, with
"I do beg your pardon miss Liana. Tarbin, Tarbin Haldar. Farmer by trade but as miss Kara just said I am here for some guard work. "
Tarbin answered rather openly.
"If you don't mind me saying you don't have the look of your average mercenary"
the big man then questioned.
"Oh, indeed I'm not an average mercenary!"
replied Liana, cheerfully.
"I am a traveling talent scout for the circus. I perform: dance and sleight-of-hand. And in the name of Erotes I do what I can to take care of family ... that is, fellow performers. If I hire on to short term gigs, well that's just to support myself along the way; as I can land a crossbow bolt with halfway decent accuracy."
She continued to make small talk, and continued her meandering, searching path around the room: nodding and meeting people. At some point: she was invited to be a part of the company to escort Tilly's chest. Pleased with that offer of employment (and having no idea of the trouble it would soon cause her), she retired for the evening.
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84
Jun 14th, 2022, 03:02 PM
Dressedtojazz
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Garcon de Pompom
With the handshake follows a broad smile and a neat row of expertly kept teeth and a faint breeze of freshly cut meadows mixed with recent spring rain. His skin is soft, without the usual calluses and cracks of other sailors and his temperature is pleasantly cool.
"Pleased to meet you, Alric of Dumnon"
for the quickwitted it is notable that Garcon has no idea where Dumnon is, but he smiles warmly enough to make up for the slight mispronunciation of the city’s name.
"Sounds like we have the tutoring in common, at least."
With a quick nod to the bartender dwarf and a precise finger pointing at Alric’s glass of brandy, Garcon silently orders a matching drink.
"My name is Garcon de Pompom. I am a Kayal and have lived the most of my life here in Julianople. However, for the last two decades, I have roamed the seas, most recently as a Boatswain at the Scarlet Swallow, serving under Captain Kraüter."
As the handsome, red woman departs Garcon bows slightly and salutes her before he addresses Alric again,
"When I was young I was also taught in the art of fencing, especially under the surveillance of the Scarlet Sentinels. I can’t remember exactly who carried out the blunted beatings, but they were certainly there."
Garcon rubs his left arm in remembrance of the tutoring. The friendly smile and the honest yellow eyes are still vibrant and directed at Alric, however. No amount of past pain seems to can make this display of swaggering joy falter. Garcon lifts his glass from the counter and toasts,
"cheers my friend, were you also waiting for a summon from Tilly One-Eye?"
OOC
-
Last edited by Dressedtojazz; Jun 14th, 2022 at
03:02 PM
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#
85
Jun 17th, 2022, 12:58 PM
Mollyscoid
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Ribi
Ribi could not understate her misfortune as she neared the towering walls of the Casino, she had made it all the way here with barely two coins to rub together. Sure she figured some work would need to be done but with the research notes she had her entrance into the University of Julianople was likely a matter of months once she settled or so she had thought. The prices were exorbitant, much higher than her home city and access to the library was essentially impossible without membership.
The glimmer of renewed hope was this job, desperation calls for dealing in less savory methods and while there are a number of crimes one could conceivably stain their soul with to line pockets the possible deal she'd been led to expect sounded as above board as could be expected in The Lawless City a relatively straightforward job not too dissimilar from the old work her mother did in the caravan, transport some goods from one place to another. Sure she'd need to keep an eye out but the money was right and she certainly needed it.
She took a steady breath eyeing back to the front doors, slowly adjusting her pack before making her way inside.
Beset on all sides by an assault of the senses she furrows her brow, the cacophony of raised voices and loud whispers sent her into recollection of home and the myriad negative emotions of the packed warrens. The scents though, those were much more like the laboratory if a bit less chemically clean the tobacco reminiscent of reactions or bomb production and the alcohol a common base, plus she was always rather fond of hard spirits when there were so many people one had to deal with and there were plenty of people in the casino. A bit more spacious than the warrens, though it was hard not to be.
In the midst of her thoughts she realized the scantily-clad Elven woman was speaking to her and started to listen to what sounded like a rote spiel meant to attract customers before she reached for Ribi's chin. She took a quick step back brow furrowing further as the Elf finished.
" Do you simply reach out and touch anyone you meet on the street? I doubt it, so don't do it to me. I'm here for a job offer from Tilly, not to be propositioned to."
She states coldly as she eyes the Elven woman over again. A long moment is held in silence before the Elven girl drops some of the act and seems to proffer some genuine information. Ribi seems to relax some of her guarded stance after having been touched out of the blue and gently nods toward the Elf answering the information with a softer lilt to her voice,
"Thanks for the information, I think I'll be avoiding most of the entertainment while I wait but I can think of a use or two for the bar."
She pays close attention to what is almost certainly the object for the job offer in the center of the room before making her way over to the Dwarf behind the bar, rapping her knuckles against the bartop to get their attention before calling out in a raised voice
"I need a solid shot of the strongest cheap drink you've got and I need it as soon as I walked in!"
Last edited by Mollyscoid; Jun 18th, 2022 at
02:47 AM
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#
86
Jun 17th, 2022, 02:35 PM
Dressedtojazz
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Garcon de Pompom
As the fur-skinned rat-person stepped up to the bar, Garcon’s nose wrinkled by the strange scent of chemistry that suddenly introduced itself to the otherwise heavy aroma of tobacco and somewhat sour beer-stench. Alric would witness a slight detachment of interest, but only for the briefest moment. Garcon would hear the story to an end before he smiled a genuine smile and gave a polite answer,
"that is indeed a fascinating tale, Sir Alric. I can only imagine that your father’s house healer thought that invention interesting..."
wrinkling his nose once more and making a show of squinting over his back, he adds,
"speaking of the matter... when you talked of sulfur, I thought I smelled something uniquely..."
Garcon whirls around to the voice of the ratwoman as she orders liquor. His interest is clearly raised, but he also knows that it is impolite to suddenly have put his back on Alric, so he steps back and allows a more shared conversation.
"Miss? May I address you as such?"
Garcon raises his half-empty brandy glass,
"My good sir Alric of Dumnon and I have just shared a glass of this house brandy. If I am not mistaken, it is definitely plums."
He is definitely mistaken. This is apricot brandy and while strong, not one inch above mediocre.
"Did you just arrive in Julianople?"
The question is delivered with a charming, welcoming smile and then Garcon adds,
"Sorry. My manners. I am Garcon de Pompom. A pleasure to make your acquaintance."
Garcon volunteers a smooth, clean hand for a shake.
OOC
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#
87
Jun 18th, 2022, 08:16 AM
Mollyscoid
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Ribi
Ribi's right ear twitches at 'Miss', it's meant for her and she sighs with the knowledge before turning to face the man and his questions, intentionally avoiding looking him in the eyes.
"
Yes, yes. Miss is fine.
"
she states curtly before eyeing back to the bartop, the drink may not be there yet but it's only been a few seconds she could handle waiting a bit longer as she eyes back to the half-empty glass of Brandy. Deigning to pass over the thoughts on whether or not the brandy was plum, scent alone wouldn't be an easy factor to determine and in truth it really held no import to her. She slowly nods to the second question as she brings her left hand to rest against the bar top, nails gently tapping in a slow rhythm across the surface.
"
Yeah, not just this moment but within the past few days.
"
she answers before taking in the scent of what could only be a light petrichor and freshly cut meadow not altogether unpleasant. Her tapping stops as the man extends a hand in introduction, she eyes it for probably a few seconds too long before meeting it with her own slightly furred but mostly pink and immaculately clean hand in a gentle shake.
"
Ribi, just Ribi, I can't say whether it's a pleasure just yet but you've done a significantly better job than the staff here for striking up conversation Garcon de Pompom.
"
She actually lingers a moment in the shake, taking careful note of how much cooler to the touch the man felt than most before glancing back to the barkeep still waiting on her drink.
"
Both of you just arriving in Julianople?
"
she inquires, a genuine curiosity to her voice.
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