As the first Kobold stirred and mumbled something about a dress, Grim chuckled softly and patted the sleeping Kobold gently, he would have to be more careful when securing them, they weren't in the whiskey induced coma he was used too amongst Sailors, those you could roll down a gangplank and into the harbour before they would wake.
At the soft muttering voice of Liana, Grim looked up and gave her a charming smile, he hadn't made out what she had said but it was still a lovely musical sound to his ears, he quirked an eyebrow for a moment as he noticed an unusually harsh look in her eye as she looked over the sleeping creatures, sweeping her crossbow over them, if he had to guess he would almost think she wanted to shoot them in their sleep but that wasn't like the usually diplomatic and compassionate young Halfling, that look was usually reserved for Yveggar.
Although he didn't fully understand the strange bond that was between them since she had accepted them into her Cadre, he could feel her confidence in him surging between them and he found his movements were much more reassured, much more deft. It had been months since he had last manipulated a rope in this fashion but it was like he had been practising and perfecting this particular knot just moments ago as he gently wound the lengths of Tarbin's rope around the wrists, ankles and tails of the sleeping Kobold's, securing them all with a variation of his Uncle Namfoodle's Constrictor knot. when the Kobold's woke up and struggled against the knot it would just tighten and become even harder to untie. it was often just easier to cut the rope than it was to try and untie it.
Finishing his work quickly, Grim stood back and turned his gaze back to the tip of Liana's crossbow, still covering him. He perhaps should have felt a little unsafe with the deadly weapon pointed in his direction when his back was turned but he had the utmost faith in his new companion and gave her a reassuring smile
"All done, they wont be going anywhere when they wake up"
Look over at Tarbin he could see the young man shifting his gaze between the cellar and the ladder leading outside, perhaps keen to get back outside, unlike Liana and himself, the Human must be feeling particularly cramped and claustrophobic in the damp cellar under the roots of a swamp tree. But he had stayed and provided him with the light he needed to secure their ambusher's. Looking around, Grim took note of where the previously snuffed out candles were and with a particularly extravagant, and completely unnecessary flourish of his arms sent a cloud of multi coloured, glittering rainbow sparks dancing across the room to reignite them.
"Thank you for staying to help us see Friend Tarbin, i can imagine a man of your impressive stature is keen to get back outside and stand up straight. I am sure i will be safe down here now with the devastatingly accurate Lady Liana guarding me"
Turn Summary Initiative: Move: Move amongst Sleeping Kobolds Action: Sleight of Hand Check to Tie up the 4 Sleeping Kobolds vs DC 20 - 22 Bonus Action: Use Active Prestidigitation to Light Candles Reaction: Other:
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:6 / 7 rounds[/color])"]At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing ([color="Red Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
Damien emerged from the cellar, whistling to himself and looking up to the incensed, shocked witch as she shouted down at him.
"You?! Shouldn't you be unconscious?!"
The vishkanya smiled, clearing the top of the ladder and dusting himself off.
"That's cute. No, but you might want to get some pillows and panaceas for those four idiots downstairs." Hand shifting to his side, Damien unshouldered his crossbow, leveling it at the kobold's face. "I'd choose my next move very carefully if I were you..."
Standard Action: Damien will attempt to demoralize the kobold witch.
Free Action: Maintaining Naturalist Bardic Performance: Damien and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against kobolds.
Tarbin tipped his (currently glowing) hat at the rather polite gnome. ”Skilfully done sir, an experts work if ever I saw it…” Tarbin complimented once all the kobolds had been secured at a record pace.
”I’ve had to endure smaller spaces before…” Tarbin replied with a shrug of his large shoulders. ”But I really should be checking on our friends above… we can’t have Vyeggar causing too much destruction now can we…” Tarbin declared once he was sure that Grim and Liana were ok.
The large man then turned to the ladder and headed up…
There is not much more to be done here, is there? Liana thought.
She glanced around, seeing if anything else came to her attention. One side of her brain psionically enhanced the other side... her perceptions sharpened. But Lousy roll, just a 13 total perception result.perhaps she was overconfident or hasty
Liana hurriedly stowed her crossbow to head on up and out after Tarbin.
Grim tied up the kobolds efficiently and expertly. If only he had thought to do the same with Phoenix last night. None of them were disturbed, and all rested soundly amongst the flowers that they used to make their Red Sunshine.
The witch took a moment to look between Damien and the door, trying to determine her chances of escape. What she saw was the dizziness fading from Vyeggar and Kara, who were both looming over her equally dazed companion. Two against her, she was clearly willing to tangle with. But knowing that her friends below had been defeated, and just able to hear the sounds of footsteps clambering up the ladder, caused her resolve to collapse. Steadily she raised her claws, her scorpion beginning to excitedly spin about her right wrist. "You know, the moment Talafax finds out what happened, he'll stuff an army of kobolds down your throat, right?" she growled, before looking out of the door again. "You didn't have to kill the lad! I hope whatever that ugly little rat paid you was worth it!"
That is your first combat encounter won without a single casualty on either side. Very well done! 200XP for each of you!
Last edited by Lentil Sponge; Oct 15th, 2022 at 02:13 AM.
Satisfied with victory, but vaguely unsatisfied that her own talents were not yet fully called or tested, the crossbow-woman of the cirque climbed up to the top level.
She caught the tail end of what the witch said, and immediately frowned at the threat. If an army of kobolds get pitted against anyone, let it be against Tilly -- she can handle them single handedly. That tyrant-brute must be amazing at combat, even if its Sandraminae who does all the real work of leadership. But would she recognize Talafax as an enemy? After all, she said, "Talafax is a bastard but he's a good customer."
Red Sunshine was being made here, and sold or doled out so as to manipulate or control people, such as Gwendoline Miller. A kobold with a scar was likely behind, or masterminding the attack. Tilly wanted him personally -- or just his whereabouts actually. Curiously, she didn't want this team team talking to the scarred kobold. Why? She had secrets from her staff, of course, but what?
Liana waited, trying to puzzle out what was happening, Which happens in the following post, belowuntil the vile half orc mentioned Kasturr.
Kasturr was who now? The kobolds presumed he was our group's leader. Vyeggar Vugmuk seemed to know of him. Kasturr was ... an ugly little rat? She racks her brain to see if that name rings a bell. Did that mean ratfolk, or were-rat, or maybe a kobold (scarred or otherwise) with ratlike character.
Using the Message spell that Damien placed between them, she looked away (so none can see she was whispering), and said softly. "Do we know who Kasturr is? Any idea what to do next?"
Liana felt vexed that she still did grasp enough of what plots and schemes were flying to and fro.
Well, first point of order. Was there among any of the kobolds one with a distinctive scar? That was mission number one. She saw each kobold downstairs; she now examines each kobold upstairs. She checks around for other threats. "There was a crossbow bolt that killed that kobold; now -- that wasn't from one of us, was it?" she murmured. First, was it a small sized crossbow bolt, was it of any distinctive make?
(At this moment her memory seems a little sharper than her eyes.)
Dice Aid Another (self) knowledge local DC 10:
1d20+1
(18)+1
Total = 19
Dice Knowledge (local) - untrained but boosted - who is Kasturr?:
1d20+6
(18)+6
Total = 24
Dice Aid Another (self) perception:
1d20+4
(6)+4
Total = 10
Dice Perception - any sign of the scarred kobold hereabouts:
1d20+9
(2)+9
Total = 11
Dice Aid Another (self) perception, again:
1d20+4
(7)+4
Total = 11
Dice Perception - examine crossbow murdered kobold for any clues:
1d20+9
(5)+9
Total = 14
I'm not sure why it is complaining about a deleted roll. Maybe I had a cut and paste error, or some glitch in editing or something? Whatever, all her aid-another (self) checked succeeded, though the final outcome rolls for perception were lousy-to-mediocre.
Grim nodded and agreed with Tarbin as he commented about Vyeggar and took his leave, turning to give Liana a smile as Tarbin left, only to see her following him out of the cellar, Grim rolled his eyes and chuckled at his misfortune, watching her leave up the ladder admiringly, subtly of course
"Well gentlemen, it looks like its just the 5 of us now" he commented to the sleeping Kobolds, only their snoring answering him "Good talk, you keep sleeping, i will show myself around"
Grim took the opportunity to look around, they had come here to look for Red Sunshine after all, and there was plenty of it around in various stages of production. It didn't take him long to find the finished product, a thick viscous sap like substance in a corked vial wrapped in twine. When he had the time he would examine it properly and using his magically acquired knowledge of Julianoples underworld he should be able to work out how much Red Sunshine a Vial holds and how much it was worth, Not that their initial intentions to sell the drugs but they should have enough to convince Gwendoline Miller to give them the answers they needed.
Glancing around, Grim saw that one of the snoring Kobold's had a small pouch hanging from its makeshift belt, reaching down gently he drew his knife and tucked it behind the strings hold it to the belt "You don't mind if i borrow this do you my friend?" he asks quietly, the Kobold responding with a snort and sleepy mumble. Grim softly chuckled "Thank you, that's most kind of you" his sharp blade slicing neatly through the strings.
Returning to the small stash of Red Sunshine, Grim turned out the small pouch to find a small wooden token inside, circular in shape and with an embossed carving of a Crab on one side, the other smooth and blank. For a moment he dances it deftly over his knuckles, testing its weight before giving it a coin flip, the crab landing face up on his palm, closing his hand over it the wooden token is gone when he opens his hand again, a simple sleight of hand to slip the token into a pocket before he gently slides the 4 vials of Red Sunshine into the pouch.
Although they are not heavy, the vials are larger than those found in an alchemists lab and wrapped with twine to stop them rolling and providing them with some protection, Casting his eyes around the room for a moment, he is tempted to set the remaining herbs aflame but thinks better of it. it was unlikely to stop the production of Red Sunshine completely but it was sure to make them even more of an enemy than their brief incursion had already done and there was also the matter of the four sleeping and tied up Kobold's as well. Grim wasn't averse to killing if he had too but there was a huge difference between killing in self defence and leaving helpless creatures to die in a fiery underground furnace.
Not noticing anything else of interest, Grim headed for the Ladder to rejoin his companions, pausing at the base of the ladder to whisper the arcane words of a spell and waving his hand to the small pouch of Red Sunshine he had deliberately left on the counter. There was no weight to the bag but until he knew exactly what effect the substance had, and how he would react, should what he assumed was a concentrated dose be exposed to his skin if the vials broke he wasn't going to chance carrying it on his person as he made his way back up the ladder.
His magic's were more than sufficient to manipulate the small weight in the bag and the Red Sunshine obediently rose from the counter and followed him across the room and up the ladder like a well trained puppy, hovering just behind his right shoulder as he stepped back into the apothecary shop to see what everyone else was up to
Turn Summary Initiative: Move: Action: Bonus Action: Reaction: Other: Knowledge Local Check to determine Dosage and Value of Red Sunshine per vial
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing (6 / 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 youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
Last edited by Dylan Scott; Oct 16th, 2022 at 04:30 AM.
Whatever Vyeggar thought the situation was in that moment suddenly changed on the edge of a copper. At first, the half-orc had the upper hand - quite literally, in fact - with his knotted fingers and muscular arms holding the kobold attacker vertically in the air.
"Alright, now that you're - rrggghhh, stop squirming - now that - ugghh, I said stop! -" Vyeggar tried knocking the kobold on the ground head first to stun him, but before he could attempt to get a better grip, his wily foe had worked his way out of the half-orc's grasp. Vyeggar went to grab for the slimy rascal again, but just as it seemed the situation might turn back in their favor, the damned witch found her moment to take control. Vyeggar never quite saw the spell, so engaged was he with corraling the damned kobold archer, but the effects left him, his quarry, and his companion Kara dazed and bewildered.
Colors flooded his eyes like he'd never seen, so bright and dazzling he might as well have been staring at the sun. He tried shutting his eyes to the effects, but that was worse. Perhaps the effect of the spell was exacerbated by his earlier head trauma during the beating he'd taken, or perhaps its effect was simply that potent - either way, with his eyes closed, all sense of equilibrium seemed to leave his head. The once mighty half-orc was now completely undone by this treacherous witch and her swamp magic as he was overcome with a completely disorienting feeling of vertigo.
"GAHH! You BITCH! What have you done to my HEAD!" he screamed. He had forgotten everything else around him, so consumed with trying to keep from just falling over in his dizziness. He stumbled over the kobold at his feet and would have fallen prone himself if his hands had not made contact with the outer wall of the disgusting shack the swamp witch called a home. Like a sailor on deck during a gale, Vyeggar gripped the flimsy wall for dear life and hoped that whatever had been done to him was not permanent.
More voices cut through the colorful din in his skull. He wondered what treachery the others had found and hoped they were alright. The feeling of helplessness terrified him, and he found himself moaning quietly against the wall, unsure if this feeling would ever pass, if he would ever return to normal.
It seemed like much longer than a few seconds before the effects began to fade, but in that time the conflict seemed to have drawn to a close. Vyeggar clutched his head in his vice-like grip and forced himself to stand up straight and look around.
The kobold on the ground was coming to as well as Kara, he was glad to see. Inside, he could hear the treacherous swamp witch talking to someone; leaning his now stable-feeling head into the room, he saw the jade green skin of Damien. With the witch's spell fading and the others re-emerging from below, the hag's resolve seemed to collapse. Over the next few seconds, the others made their way up from the basement, and he was surprised to feel relieved that none of them looked wounded. His eyes flicked back down to the kobold on the ground, and he reached for the fallen crossbow.
"This looks dangerous. I'll just take the ammunition so no one else has to get hurt," he said in a tone that was intentionally patronizing. In removing the bolt he also per https://aonprd.com/Rules.aspx?Name=S...and%20Entering, a ranged weapon has hardness 5/HP 5, but a rope (the nearest equivalent to a crossbow cable) has hardness 0/HP 2 per inch of thickness. As much as I'd like to sunder his toy to bits, severing the cable seems like the easiest option here.used the sharp tip to sever the cable."Ah geez, look at that. Well, they don't make 'em like they used to. Anyway, here, I'll just toss it back to you," he said before turning and heaving the weapon into the swamp water down below. "Agh, what a butterfingers I am. Oh well, why don't we all go inside and have a little chat with your boss," he says, dragging the kobold to its feet and propelling it into the witch's waiting arms. He also lent a hand to Kara as well, who seemed to still be shaking off the effects of the spell.
"Alright, so let's talk," he says once everyone is inside the shack. "I had a bit of a fundamental misunderstanding outside which I am going to chalk up to the effect the stench of this filthy swamp and its disgusting denizens had on my brain. You said, and I quote, 'So Kasturr resorted to hired goons again. Don't worry - when you're dead, he's next!' Now, I freely admit that when your two lackeys popped up on the roof, my poor brain thought you were talking to them. Now that I have grown acclimated to the reek of this place you call home, it occurs to me that you were talking to me and Kara. Well, friend, I hate to break it to you, but not sure how Liana would know about him yet since she was down below and we were outside when the name was said initiallyKasturr didn't send us. I only know the man by reputation as a bit of a snitch, but I've never had the pleasure of a face-to-face. And before you ask, no, we're not telling you who sent us - that's not how this works." He took a deep breath after speaking so much and immediately regretted it.
"Gods, but this place reeks like an armpit. Anyway, as I was saying, we were sent by someone else to confirm some things which I assume we've done?" At this, he looked over at the others who had emerged from the basement. The gnome was levitating something small beside his shoulder, which Vyeggar assumed was the proof they needed. "Yes, looks like we found what we need. Well, aside from asking you about
Dice *
Kn: Local (Talafax):
1d20+5
(7)+5
Total = 12
who Talafax is, I don't think I have any other questions or any other reason to be here a moment longer. I'll leave that up to the LianaMouth to ask anything else, since I'm just supposed to be the muscle. ME DUMB, DUMB HALF-ORC, GRUNT GRUNT!" he said in a contrived apish speech while affecting a stoop with his arms dragging low, his lower jaw jutted out exagerratedly. He eyed the others, wondering if this was what they thought of him as. Probably. Maybe. I don't know. I know it's only circumstance that makes them work with me. If we wrapped this whole debt thing up today, it'd be the last time they would ever willingly be in the same room with me. For some reason he either could not or would not admit to himself, that thought made him strangely maudlin.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
Damien smiled at the witch, re-shouldering his weapon as she surrendered. Her words weren't matching up with reality, but that was okay. All things would come to light in due time.
With his allies converging on the spot, Damien felt comfortable enough to turn his back to the woman for a moment, making eye contact with Liana on her ascent as the halfling covertly questioned him on the identity of Kasturr. Keeping it simple, Damien brought his forearm over his mouth, covering his lips from sight as he responded.
"Can't say I'm familiar with Kasturr... well, I should say I'm not YET. Surprisingly, Vyeggar seems to know a bit; best to use the situation while we have it to get what information we can from the kobolds. Maybe we can find some unlikely allies."
Turning, Damien silently listened as Vyeggar opened up conversation with the witch first. A chilling notion, though the half-orc had proven before that his brash personality wasn't necessarily a product of poor brainpower; quite the opposite, and he could trust the man would keep mission first. Sure enough, he clarified their position well enough and asked a pertinent question of his own before turning things over to Liana. Wishing to help, but not overstep, Damien decided to add a bit of his own buttering up to the proceedings first. Moving to the half-orc's side, he clapped him encouragingly on the back before stepping in.
"Vyeggar speaks the truth. None of us do business with any "Kasturr"... which isn't to say I blame you for the precautions, but when you set up an ambush, you need to be prepared for potential consequences." Damien grimaced as his eyes shot back toward the door. A dead body definitely made diplomacy harder... but not impossible. A little bit of decorum went a long way after all. "I think it's best we just say everyone reacted as best they could under the circumstances... and try to move forward. You'll be happy to know there are four very alive kobolds sleeping downstairs. We didn't come to make trouble. Scratch our backs, we'll scratch yours."
Liana watched vulgar emotions and billowing speech pour of the hideous half orc. Well, the monster guzzled down a lot of food, and drink, for sure. She has seen it. And in his twisted bowls all those vittles and viands get converted into to corruption. Some must come his mouth, she thought, while other such substance come out the other ends. Ugh, what a beast. She patiently waited for the beast to halt his unhelpful gibberish, though she was attentive enough to the sarcasm he hurled her way.
Well, she would do him one better, with finesse. Puffing up to her full 3'8" and with the slightest hint of a smirk, Liana concentrated as Damien spoke. Her psionic influence and helpful spirit flowed through Damien, +5 aid another bonus on Damien's roll takes it to 27helping him shape his words and his all-important nonverbal tones to best fit the witch's mood and incline her to change her attitude.
"Oh, please lady witch," she pleads earnestly. "By the hundred and eleven gods of love and lust, we meant you no harm. We know no person named Kasturr, except, I suppose that one has heard the name by reputation." She gestures towards Vyeggar. "We are caught, it seems, in a crossfire of presuppositions -- stumbling into an ambush that assumed we had some hostile purpose. We don't! We meant you no harm, and were ... I should say, ill-treated."
"Tell us, what is going on here? Explain, and maybe we can find common cause."
She was charming, despite the hidden vexation of fickle heart -- as just seconds ago she was perfectly ready to murder kobolds in rage at being ambushed! But, she compartmentalizes her thoughts. With supernatural discipline, one side of her mind coldly and calculatingly shapes the other into whatever expression of emotion and thought will achieve her purpose.
Dice Aid Another (Damien) diplomacy DC 10:
1d20+9
(7)+9
Total = 16
Dice Aid Another (self) diplomacy - to gather information DC 10:
1d20+9
(16)+9
Total = 25
Dice Diplomacy - to gather information DC ??:
1d20+14
(18)+14
Total = 32
A 32 on diplomacy after Damien's 27 to improve attitude should be worth something...
After having climbed out of the tiny hole that the kobolds had called a cellar Tarbin sighed in relief as he stretched out his back. The large man then joined the growing circle of individuals that were now surrounding the kobold witch. Tarbin tipped his hat every so politely at the little woman, an unusual sight given that the simple straw hat was currently glowing brightly and giving off light.
"Ah are we finally all talking civilised and the like?" Tarbin questioned with a slightly raised eyebrow. "A proper honest chat would be most welcome after the rather rude welcome we were given..." Tarbin added as he looked around the group. It certainly didn't look like the kobold witch was going to need any further persuasion to talk but Tarbin stood back slightly calmly waited to see what she would do.
The witch had more insults and threats ready but then Vyeggar hurled her companion straight into her arms, causing both of them to collapse in a heap. There were grunts and a sharp hiss of "Get off me, you fool!" before the two kobolds were now sitting side by side, surrounded by... enemies?
No. Where Vyeggar was gruff, Damien was logical and Liana was impassioned. These seemed to sway the witch's mind, though she pulled several faces of disbelief. Less because she didn't believe you - more that she didn't want to admit she was wrong. Even her companion kobold looking to her weakly, shyly admitting "I think they're telling the truth, Dena," seemed to harden her resolve to make her disbelieve you.
"Then why did they bring... they can't... I..." But, finally, her shoulders slumped in defeat, and her dreads fell across her eyes, obscuring them. When finally she looked up, her scorpion companion was scuttling from her forehead back under her crown of hair, and she was looking very bitter indeed. "So you're not competitors. You're just trigger happy idiots. Good to know."
She first looked to Vyeggar, her eyes narrowing. "Talafax is my boss. And a very dangerous one at that. He'll still be mighty pissed about what's happened today, so you all better stay the hell away from Dragon Road in future." Her shoulders slumped as the burst of energy left her. There was the tinkling of glass vials knocking against each other just a little with magic, and she turned her head towards Grim. Her eyes narrowed. "Ooooooooh, sure. Help yourself, gnome, he'll definitely be pissed with you!"
Kara by now had pulled out the crossbow bolt in the dead kobold, inspecting it carefully. Liana joined her in the inspection. That just left Damien for Dena the witch to talk to - she seemed to doubt she'd have much interaction with the self-professed "dumb half-orc grunt grunt." "Kasturr is more than just a snitch - he's the nastiest private eye this side of the river. He works with tall folk because no kobold will hire that little snake. He's put away a lot of our kind - we're forced to break the law to actually make money in this town, and he sells us out to make an absolute fortune. I thought I saw him following you, but then..."
That's when Kara suddenly slammed the door shut. In the time for a blink of an eye, there was an explosion of splinters. A crossbow bolt was stuck in the door - if it hadn't been stopped, it would've landed straight into Dena's head.
The two kobolds were screaming. Kara swung the door open, looking for the archer in the mists. Her arm raised. "Right there! He's getting away!" Most of you didn't see anyone, but you all heard the rustling of another crossbow bolt being fired.
Last edited by Lentil Sponge; Oct 25th, 2022 at 12:26 AM.
All the pieces were beginning to fall into place. Kasturr... the scarred kobold. He'd seen the little cretin earlier and assumed he was working with these other kobolds. Not an unfair assumption; as Dena had mentioned, life for kobolds was hard in the city. They often needed to stick together and work outside the law just to survive. It was a circumstance Damien understood well... at least, the second part anyway. But if Kasturr was some kind of yes man toady for the straight and narrow, it explained why Damien knew the name, but not the man... and why it had taken him so long to realize the obvious. The identity of the scarred kobold.
But in that case, if Kasturr was here... he was spying? For whom? That wasn't good; hopefully he was still nearby.
No sooner had the thought entered Damien's mind before Kara leapt into action, defending Dena from a lethal shot from none other than....
"You..." Damien's eyes narrowed. He was far off, almost out of sight through the mist. But not entirely. The same kobold from the bridge. The spy who knew more than he should, and apparently a snitch for the law on top of it. "... should have stayed in the city." Damien barely missed running into Kara as he shot through the door as quickly as his long legs would carry him. He had seconds or less to stop Kasturr from getting away.
'Can't shoot through the rope; too risky. Might miss, or hit him instead. Grease maybe? He won't be able to climb- no no, too far away, he'll be over the wall before I... okay, gonna have to gamble.'
Closing the distance as fast as he could, Damien held out a hand pointed directly at the grinning face of their enemy, muttering the same incantation for the second time today.
Move: Damien will run 30 feet out the door directly at Kasturr (putting him approx 90 feet away, just within range).
Action: Damien is going to cast 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, centered directly on Kasturr.