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[Game Thread]
Chapter 1 - Lost
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Apr 1st, 2023, 12:59 PM
Dylan Scott
Great Wyrm
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Last Visit: Sep 28th, 2023
RPXP: 6635
Posts: 1,248
Grim 7/7
Grim knew he was pushing too hard and literally taking his life in his hands with his comments, but his nerves were shot and he was tired and cranky and in no mood to submit to the Tyrant who had them all under her thumb, he had expected a violent response and was prepared to vanish at a moments notice. What he wasn't prepared for was her laughter, at the same time both musical and in this context frightening. It was enough to give him pause and he could only watch on, barely registering her words about his theory, a theory she didn't actually outright deny he would realise after the fact when he could think clearly again, as she took a bite into a stick of tobacco.
Something about it sparked a memory for Grim, and his suspicions were almost instantly confirmed as the Orc moved with unnatural speed and plucked him from the ground in an exceptionally painful grip on his chest, he could feel the pressure starting to crack his ribs and sternum as he had an almost out of body experience watching the scene, taking in the details of her bulging discoloured veins once more confirming his thoughts on the substance and listening to the exchange between Sandraminae and Tilly as the Elf bartered for his life.
He didn't know what power Sandraminae had just given up to secure his release, what bargaining chip she had but even through the haze of pain and anger he felt he was aware of how indebted to the Elf he now was, more so than his obligation to Tilly in his mind. He didn't need the scowls and condescending lectures of the others to know his anger at their blackmailer had been badly timed and ill advised, he was not willing to submit to her control as easily as the others appeared to but he was smart enough to know he should have bide'd his time and held his tongue. An act he was finding hard to do as Damien berated him and moments later Vyeggar chose to pull him into a headlock and rasp his well calloused knuckles against his head as he made a point of how easily overpowered the gnome was.
Grim's own knuckles cracked as he clenched his fist tightly, sparks of magic flicking in his eyes as they shifted into a Demonic Red again as he pushed to escape the grip of the Half Orc. Having proved his point Vyeggar chose that moment to release him and Grim stepped away glaring at the large man angrily, before casting his gaze around at the others as he struggled for a moment to compose himself. Luckily Phoenix and Emerald had chosen that moment to peek out into the corridor and seeing no sign of Tilly or Sandraminae invite Grim into the room.
Stooping down to snatch up the bag of coins from the floor where it landed after Sandraminae had thrown it at his chest, Grim let out a breathe and the glow in his eyes faded as he looked at Liana, his eyes holding her own angry Amber ones as he focused his mind for a moment and snapped his link to the collective before silently heading into the bedchamber beside Tilly's office, there was a great deal to be said to the others but at that moment in time he knew if he started to speak, he would lose his temper like he had done with Tilly, and there were much more interesting ways of releasing his anger and frustration within the room with Phoenix and Emerald
Actions & Movement
Turn Summary
Initiative:
Move:
Action:
Bonus Action:
Reaction:
Other:
Conditions:
Stat Block
Kitwix Hillivi Grimzinta / Grim
Chaotic Good | Gnome - Traveller | Sorcerer - Mongrel Mage / Occultist - Silksworn
HP:
8 |
AC:
11 |
Initiative:
+0 | Low-Light Vision
Passive Perception:
18 |
Speed:
20
STR
9 (-1) |
DEX
10 (+0)
| CON
8 (-1) |
INT
16 (+3) |
WIS
14 (+2) |
CHA
22 (+6)
Fortitude Save +1 | Reflex Save +0 | Will Save +4
Weapons:
Finesse, Thrown 10ft. +1 Attack (1 Damage, 19-20/x2)
Dagger (4)
|
Finesse, +1 Attack (1 Damage)
Brass Knuckles
|
30ft Range. +1 Attack (1d6+1 Damage Acid/Cold/Electricity/Fire)
Energy Ray
|
Thrown 30ft. +1 Attack (1D6+1 Bludgeoning Damage)
Telekinetic Projectile
|
Cone 15ft. 2D4+1 Fire Damage
Burning Hands
Features and Abilities:
Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, Undercommon, Giant, Necril, Aquan
Languages
|
Armor:
None
Weapons:
Simple/Finesse
Skills:
Acrobatics:+0, Appraise: +3, Bluff: +12, Climb:-1, Craft:+3, Diplomacy:+12, Disguise:+7 (+17), Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+7, Knowledge (Arcana):+8, Knowledge (History):+7, Knowledge (Local):+7, Knowledge (Religion):+7, Perception:+8, Perform:+7, Ride:+0, Sense Motive:+2, Sleight of Hand: +5, Spellcraft:+7, Stealth:+4, Survival:+2, Swim: +0, Use Magic Device:+11
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:
|
When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
Pheonix - The Unseen World "At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.[/TT
Occultist Traits:
An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component. To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist 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, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
"Bloodline Arcana
|
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school.
In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows.
The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Spellcasting
|
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Focus Powers
|
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.
Implements
|
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Knacks
Silksworn Traits:
A silksworn adds Bluff and Knowledge (nobility) to his list of class skills, instead of Knowledge (engineering) and Knowledge (planes).
This alters the occultist’s class skills.
Mental Focus - 10 Points
|
A silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.
This alters the occultist’s spells
Class Skills
|
When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
This alters the occultist’s implements.
Spells
|
Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). These cantrips otherwise behave as an occultist’s knacks.
This ability replaces knacks.
Implements
|
The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.
This ability alters mental focus.
Cantrips
|
A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. This does not allow the silksworn to cast spells of a level he does not yet have access to.
This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.
Mental Focus - 10 Points
Focus Powers:
As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Devoted Mystic
|
As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Minor Figment
|
As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.
Energy Ray
|
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Cloud Mind
|
As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).
Legacy Weapon
Resonant Powers:
The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
Philosopher's Touch
|
The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Distortion
|
The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Intense Focus
|
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Glorious Presence
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
Physical Enhancement
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.
Worldly Traveller
|
Gnomes have a base speed of 20 feet
Small Size
|
Gnomes can see twice as far as humans in conditions of dim light
Slow Speed
Gnomes receive a +2 racial bonus on Perception checks
Low-Light Vision
|
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
Keen Senses
|
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
Gift of Tongues
|
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.
Magical Linguistics
|
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.
Fey Magic - Urban
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.
Sound Mimicry
|
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.
Naturally Gifted
|
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.
Etymologist
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
Entomophobe
Spellcasting:
Charisma |
Save DC:
Cantrip 17, 1st Level 18
Intelligence |
Save DC:
Cantrip 13, 1st Level 14
Sorcerer Spells
Daily Usage - Cantrips:
Unlimited
First:
5 / 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.
Sea-dog
|
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.
Prestidigitation
|
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.
Mending
|
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.
Scrivener's Chant
|
Casting Time: 1 Standard action
Range/Area: 60 ft
Components: V,S
Area: Cone-Shaped Emanation
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Mage Hand
|
Casting Time: 1 Standard action
Range/Area: Personal
Components: V,S, F (a clear crystal or mineral prism)
Target: You
Duration: 10 mins/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 can be made permanent with a permanency spell.
Detect Magic
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.
Read Magic
|
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.
Speechreader's Sight
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).
Sleep
|
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.
Arcane Mark
|
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).
Message
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.
Read Magic
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.
Comprehend Languages
|
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.
Spark
|
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.
Light
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
Enhanced Diplomacy
Occultist Spells
Daily Usage - Cantrips:
Unlimited
First:
2 / 2 (1 Base + 1 Int Bonus)
Cantrips:
Casting Time: 1 Standrad action
Range/Area: Close (25ft +5ft/2 levels)
Target: 1 Humaniod Creature of 4HD or Less
Components: V,S, M (a pinch of wool or similar substance)
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Whispering Lore - Urban
|
Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Effect: Illusory Sounds
Components: V,S, M (a bit of wool or a small lump of wax)
Duration: 1 Round/Level
Saving Throw: Will Disbelief
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell
Daze
|
Casting Time: 1 Standard action
Range/Area: Medium (100ft + 10ft/level)
Target: One creature/level
Components: V,S, F (a piece of copper wire)
Duration: 10 Minutes/Level
Saving Throw: None
Spell Resistance: No
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
Ghost Sound
|
Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: NA
Components: V,S
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6+1 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way
Message
First Level:
Casting Time: 1 Standard action
Range/Area: 15ft
Target: Cone Shaped Burst
Components: V,S
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level +1 (maximum 5d4 +1). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Telekinetic Projetile
|
Casting Time: 1 Standard action
Range/Area: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Components: V
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Burning Hands
|
Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Command
|
Casting Time: 1 immediate action
Range/Area: Close (25ft +5ft/2 levels)
Target: one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Components: V
Duration: Until Landing or 10 Round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Disguise Self
Equipment:
Armor/Clothing:
These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.
Feather Fall
Weapons:
Daggers x4, Brass Knuckle
Magical Items:
Equipment:
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment. The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Scroll Case
, Journal One (Mapbook), Journal Two (Questbook), Brass Knuckles, Flint & Steel,
Grooming Kit
,
Scrivener's Kit
, Vial of Ink,
Shaving Kit
, Red Sunshine x6 (100gp per Vial),
Money Pouch
Dilentante's Clothing
,
Containing 49GP, 6 SP, 10 CP
Adventurer's Sash
,
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Money Pouch
,
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler
Grooming Kit
,
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves
Scrivener' Kit
, [tt=Scroll Case]Contains Parchmentx4
Shaving Kit
Dylan Scott
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Kitwix Hillivi Grimzinta
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Apr 2nd, 2023, 12:45 AM
Noquarter19
It's clobberin' time
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Last Visit: Sep 27th, 2023
RPXP: 14692
Posts: 3,835
Vyeggar Vugmuk
Credit to @TSRodriguez14
"Wasn't my intention, I just didn't want to drink alone. Besides, I couldn't afford you even if I wanted to. I already gave you all my money. And no, that wasn't me putting a deposit down on your body either. I was just wanting to show you how grateful I was for not treating me like the monster everyone seems to think I am. It gets tiring and... look, let's just drink, okay? I don't want to talk, it's just nice to sit with you."
He was about to take a pull directly from the bottle, but then paused.
"You don't mind germs, do you? Otherwise, I'ma need a cup."
Standard Action:
rp only.
Swift Action:
Free Action:
Movement:
Stat Block
Vyeggar Vugmuk
Half-orc Brawler 2
Hit Points:
18/18 |
AC/Touch/FF
: 14 /11/ 13|
Speed
:
30
|
Initiative:
+2 |
Spell Resistance:
None |
Damage Resistance:
None
Saves:
Fort
+6 |
Reflex
+4 |
Will
-1
STR
17 (+3)
DEX
13 (+1)
CON
17 (+3)
INT
12 (+1)
WIS
9 (-1)
CHA
4 (-3)
Attacks:
Melee BAB
+5
Ranged BAB
+3 |
Combat Maneuver Bonus
+5 |
Combat Maneuver Defense
16
Weapons:
Fists. +5, 1d6+3, x2.
Skills:
Intimidate +8 | Kn: Local +5 | Perception +3 | Swim +6 |
Skill
Mod
Skill
Mod
Acrobatics
+0
Knowledge (Local)
+5
Appraise
+1
Knowledge (Nature)
+1
Bluff
-3
Knowledge (Nobility)
+1
Climb
+2
Knowledge (Religion)
+1
Craft
+1
Knowledge (The Planes)
+1
Diplomacy
-3
Linguistics
+1
Disable Device
+0
Perception
+3
Disguise
-3
Perform
-3
Escape Artist
+0
Profession
-1
Fly
+0
Ride
+0
Handle Animal
-3
Sense Motive
-1
Heal
-1
Sleight of Hand
+0
Intimidate
+8
Spellcraft
+1
Knowledge (Arcana)
+1
Stealth
+0
Knowledge (Dungeoneering)
+1
Survival
-1
Knowledge (Engineering)
+1
Swim
+6
Knowledge (Geography)
+1
Use Magic Device
-3
Knowledge (History)
+1
Skills Table
Race/Class Abilities, Feats, Traits, etc.
Racial Traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Darkvision
|
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Intimidating
|
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Blood
|
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Orc Ferocity
|
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Weapon Familiarity
|
Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.
Favored Class Bonus
Traits and Drawbacks:
Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.
Bloody Minded
|
Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Bruising Intellect
|
Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless.
Cruelty
Class Features:
Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Weapon and Armor Proficiency
|
Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler’s Cunning
|
Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Flexibility
|
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Martial Training
|
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.
Unarmed Strike
Feats:
Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Deft Maneuvers
|
Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Unarmed Strike
Languages:
| Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
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Last edited by Noquarter19; Apr 2nd, 2023 at
12:49 AM
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