Damien wasn't sure which surprised him more; that Vyeggar could be THAT reckless, or that Tilly was somehow willing to overlook all of the accusations of insubordination levied against them.
... actually, that was easy. Vyeggar was proving himself increasingly disinterested with notion of subtlety. What threw Damien more was that neither Liana, nor Vyeggar had placed any of the blame on him directly. Liana at least made sense; in presenting the tale of what had happened, she was trying to balance neutrality with protecting the group by speaking on them as a whole instead of singling anyone out. As far as risky maneuvers went, it was smart. Vyeggar on the other hand had shown no mercy in throwing any of the others under the bus... but he'd left out the detail about Damien leading the charge against Kasturr; arguably the thing that most defied what Tilly had specifically told them not to do alongside Liana's shot. So, why just Liana and not him?
The vishkanya remained silent as Tilly gave them new orders, preferring to quit while they were ahead instead of trying to pile onto an already volatile situation. Besides, he was burning to know what it was Sandraminae had to say to them all. As Grim and Liana took their turns laying into the half-orc for his betrayal, Damien wordlessly took two buckets without complaint; he was no stranger to dirty work after all, and considering where the group had just come from, a few smelly buckets of goop wasn't such a big deal.
Once they were outside the casino itself and a good distance from the building, Damien finally spoke up, first to Vyeggar.
"Vyeggar... when I said I was going to take responsibility for what happened, did you think I meant everyone EXCEPT for me? If your plan was to demonstrate that you have no loyalties... well done. But throwing everyone but Tarbin and I to the proverbial wolves is NOT going to get you whatever it is you're after." He sighed, pushing the remainder of the rant building in his head out. Liana had already lectured the man on his transgression enough that there was little point in beating a dead horse. "If you want something more for yourself than grunt work paying off a life debt, then you're going to need to work with what you have. That includes us. Call it mutual self-interest if you need to. You don't have to trust us, but you had better trust this: if it's oblivion you're looking for, you'll be finding it alone." It wasn't a threat per say. If anything, it was the closest thing to diplomatic that Damien was willing to be at this point. He didn't know what game the half-orc was playing at, but if he wasn't playing with them, he was playing against them, and Damien was more than ready to show what sort of player he was.
Turning next to Sandraminae, Damien cocked his head at the woman with curiosity.
"I don't know if you actually wanted to hear more about what happened. For what it's worth, Liana's account is... essentially correct. But if you'd rather get to the real reason you wanted to talk, we're all ears." For all his talk of teamwork, Damien was hardly the poster child for trusting anybody else without having some insurance first. There was something different about Sandraminae though; whatever her sins, she seemed to have something of a moral compass at work, and if she had a warning or a request for them, Damien was inclined to give her a chance. Not to mention, the woman would prove an invaluable resource if it ever came to pass that employment under Tilly ever needed... rapid restructuring.
Tarbin raised an eyebrow slightly at the pair of approaching familiar voices. What exactly was being discussed Tarbin wasn’t quite sure though it certainly sounded as though it were important and quite contentious.
The sight of the buckets contain the black goop made Tarbin’s eyebrows raise further. As a farmer Tarbin had done plenty of work with manure and these buckets for some reason didn’t exactly scream human (or any other creature for that matter) waste the young man. Besides if it truly was buckets of excrement why was the boss personally emptying it? Somewhat cautiously the large man discreetly sniffed one of the buckets to see if the smell smelt like anything he had smelt before.
Tarbin then settled in to listen as Liana gave her report. A number of the group were the smooth talking type so Tarbin was more than content to stand back and listen. Unfortunately while Tarbin could be unintentionally less than diplomatic Vyeggar it seemed actively sought out being as undiplomatic as possible and it was Vyeggar who spoke next. Rather unsurprisingly Tilly had a few words to say about what had been said and after the Orc was gone so did the rest of the others. Tarbin had to admit he wouldn’t have been too surprised if things turned violent.
”Well that was an interesting choice of things to say to be sure…” Tarbin commented as he scooped up as many of the unattended buckets as he could safely carry.
”While we could stand here all day and pick holes in Vyeggar’s character I reckon Miss Sandraminae has something more important to say…” Tarbin declared as he nodded at the elven women.
”Miss Liana if you could make sure my path is clear I would be more than happy to carry your bucket…” Tarbin then offered though in actuality he had likely already picked it up.
"There she is," he said impassively, looking down at the rage-filled face of the halfling woman. "There's the woman behind the mask. You play like you're all sweetness and light, but this is the real you - at last. Would that I was as perfect as you, that I'd never made a mistake. Well you know what? At least I'm honest. I don't live my life behind a facade. What you see is what you get. And don't you worry about my soul, honey - I was damned long before we ever crossed paths."
He turned and looked down further at the gnome fellow and shrugged his shoulders. "Keep my take, then. You need it more than I do, especially if your redhead is waiting up for you tonight."
To Damien, he just stared. Then, taking two steps forward, he leaned close and whispered into the green-skinned man's ear. "You said it yourself - no sense showing her any loyalty among us." He straightened up and scooped up the remaining buckets, even yanking the ones Grim tried to pass off away from the passersby. "Mind your business," he barked at the retreating figure. He kicked open the door and muscled his way through, three buckets in each hand. Whether the others followed... Well, it didn't really matter much, now did it? He had walked alone before, and likely would again.
He could feel his eyes burning. He tried to convince himself it was all due to the contents of what he carried, and not the rage and shame and pain he was feeling at playing the role of pariah. I am the sum of my choices. Is it any wonder why everything I do adds up to nothing? The buckets were growing heavier with each step, but he savored the burning in his muscles. Physical pain he could endure. Physical pain was tangible; it could be managed. What he felt was not, and he wished he could simply pop open his skull and put some ice on his brain like he could on a sore muscle. Why had he done that? It was clear Tilly didn't care about him. She wasn't going to just up and tell him where his brother was just because he cosied up to her and ratted out his companions. She was more focused on this Kasturr guy, and his upcoming demise.
Damien had a good point - the only point that mattered. Doing grunt work wasn't going to be enough to get the job done. If he were to find his brother, he needed to find that chest. And if he was going to succeed in doing that, then he would need them more than they needed him. The realization was humbling.
"Goddamnit," he said, kicking a rock out of his way as hard as he could.
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.
Sandraminae's grim look only deepened as you all became more hostile towards one another. The outbursts, the scene... it started to draw other eyes. Her own zipped about, trying to decide between irritation and disappointment. Anything to hide the concern that was bubbling in the whites of her eyes. One comment did, surprisingly, break through and make her smirk a little.
"Don't say you're as valuable as what's in these buckets," she told Vyeggar wryly. "An hour ago, it was a lot more valuable." It was hard to tell how much of that was a joke and how much was true.
Only Tarbin and Vyeggar were carrying buckets - Vyeggar had made sure of that, scaring off the passerby that Grim had bribed to take the buckets. Before Grim could possibly comment, Sandraminae had already told the gnome, Leave it. This isn't about stupid buckets," she hissed, watching as Vyeggar was already storming ahead. She told him, "Straight down the alley, even you can't miss the river," before she began to explain herself to the others, regardless of whether or not Vyeggar was still listening.
"This isn't me calling in that favour you owe me, just so you know. This is an order from your boss... well, your other boss." She gave a look back to the Dead Mermaid's Casino, still looming large even as you all walked away. Somehow it felt like the cuttings of mermaids on the top floor were staring directly at you all. Watching. Waiting. "Believe it or not, Tilly's probably the best thing for everyone who works here. Believe me, you did not want to meet the guy she replaced. Only the long-lifers know just what we owe her..." For a moment, her expression darkened. "It'll be the eighteenth anniversary of her killing..."
She stopped herself, her eyes widening a little. Horror. Plain, painful horror, though it was not obvious if it was trauma, surprise at the years passed, or just catching dangerous words before they slipped out. Looking rattled, she continued, "It's why she's in charge, not me. I care about the workers, she just wants the business. She keeps us all safe, in her own twisted way. Though right now, the matter of the Chest," she said, trying not to explicitly blame all of you with her tone, "- and some other stuff has her too busy to look after us properly. There's a girl, Ariadne, I'll point her out to you. Her boyfriend's a little errand runner for some minor gang. Nothing worse than any crimes anyone in this group's done. Except recently he got his hands on something magic, and the idiot's selling it to the highest bidder. He doesn't know it, but the idiot's kicked a huge hornet's nest."
By the river, on a small pontoon for personal fishing and dumping, there were some already empty buckets, several brushes, and a jet-black scar in the water. The goop was slow to move in the rivertide.
"So, tonight, I'm taking you guys off at about 7ish to go in bedrooms. I'll tell Tilly you've all got clients. You guys sleep, and at night, follow Ariadne home and make sure she's safe. Get the boy out of trouble if you're so inclined, but the important thing is that neither Ariadne nor Tilly know about this. Ariande's a nice girl but she's soft in the head, and takes any attempt by me to safeguard her as an attack. If she knew I'd arranged her protection, she'd go gallivanting off to Black Dog or Madame Tabor, and they wouldn't keep her safe at all. And as for Tilly... well, she wants you as 'her' guys. She's not a fan of sharing. And sometimes, with her, you have to have your cards close to the chest."
Sandraminae had already snatched one of the buckets out of Vyeggar's hands, tipping it out into the water. It took a while to actually fall out, and did so with nasty squelches and an equally nasty smell. "So, yeah, keep Ariadne safe tonight. I don't know what exactly you'll be facing, numbers or who. I do know some guys from out of town expressed interest, and if they came here just for whatever the boy's got, it can't be good news." She looked up to all of you. "Do you think you can manage this one at least?"
Last edited by Lentil Sponge; Nov 27th, 2022 at 08:54 AM.
The work, disgusting as it was, gave the half-orc something to focus on that didn't involve those he was unfortunately bound too. He had stayed about twenty paces ahead of the group, not wanting Sandramine or the rest of the bucket brigade to think he had ditched them and his duty. His teeth - his remaining teeth - were grinding in anger as he marched. There was much he wanted to say, but little of it was helpful and less of it was very nice. Maybe that's what I'll do - reserve my right to remain silent. Talking doesn't seem to be getting me anywhere with these jokers.
The water around him had become corrupted by the foulness of the buckets. He hunched over the edge of the water and wondered if perhaps he had done something in a past life to get such a raw deal. It didn't matter; nothing seemed to anymore. Every time he did what he thought was right, people got pissed at him. If transmigration of the soul was indeed real, then nothing he had done in this life would make the next one any better. A second thought, which didn't feel or seem much like him, popped into his head. If everything you thought was right was actually wrong, then why not try something else? The thought puzzled him, and he caught himself staring off into the distance across the river as he contemplated the meaning behind the words.
His minute of quiet contemplation and self-reflection was interrupted by the sudden wrenching of a bucket out of his hands. He looked down at the angry face of Sandramine, who stood there dressed like she was going to muck out stables inside a bordello. His eyes drifted to the others behind her. All he saw was hurt, anger, confusion, and indifference levied in his direction.
If everything you thought was right was actually wrong, then why not try something else?
Apologies were not something the Vugmuks had ever been known for. Apologies were a sign of weakness, and weakness was a crack in the armor that would let an enemy slip a knife in and take you down. Vyeggar never apologized, because he had always been right. Looking at the faces surrounding him, he felt the push and pull of his normal arrogant self-assurance battling against the novel feelings of smoldering guilt and shame at how he had treated his companions. He sighed.
"Listen. I'm sorry. I'm sorry for my behavior and for how I've been acting towards you all. I'm having a real hard time with everything that's going on, and I'm not sure who I can trust. I've only ever been able to trust my family growing up, save for my father who ran out when I was just a kid. That doesn't matter too much now, but it meant that I had to be like a dad to my two kid brothers. Well, now the middle brother is behind bars and the youngest one... well, he's missing. I know he worked for Tilly, but she's not being straight with me about where he's gone. I'm upset because she's holding the whereabouts of my remaining kin hostage until we recover this chest, and there's nothing I can do but play her games and recover her property. I'm finding it hard to trust her, but at the same time I can't risk defying her for fear of her changing her mind and shutting off that particular avenue of inquiry. I'm stuck working with people who I imagine under normal circumstances could care less if I lived or died, but with whom I am now reliant upon to solve this mystery. On top of that, we've got to play nice inside her little casino, working for peanuts and pretending the whole thing isn't all a big hustle? It's so much so soon, and I don’t know any of you well enough to talk about any of it, and even if I *did* know you, with the way I've treated you thus far you wouldn't care anyway."
What came out was a gravelly "Sorry." Vyeggar turned back to his work, listening only half-interestedly to Sandramine's words and thinking about her earlier appraisal of his character.
"Don't say you're as valuable as what's in these buckets."
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.
Liana could see that some of her words landed with a sting on the half orc, and that he had at least one or two thoughts chasing around in his meaty skull. Would any lesson sink in? Probably not.
Of course he lashed out with a verbal attack. But accusing of her of wearing a mask and letting a facade slip. What a fool. She was born and raised among entertainment workers, and so of course you lied. Clients never wanted the truth. That's not what they paid for -- and one could pay a terrible price for showing the wrong face at the wrong time. One wore masks, within masks, within masks.
In any case, there was more to attend to.
Making sure first that there is no one around except her companions and Sandraminae, Liana mentioned:
"I've made a study of religious matters, across the years. The gross bucket stuff... I don't know for certain but it reminds me of the practices of a particularly strange cult of Jeje. The cultists believe that the only way to awaken the full potential of their subconscious was to kill their conscious selves, they would entomb themselves in... something. It don't know what, the exact material changes from telling to telling... clay, or jelly, or oil -- stuff like that maybe? And they try to turn themselves into something like a zombie. I've never heard of this actually working, just producing a lot of foul-smelling and well-preserved corpses. Does this ring a bell with anyone?"
Grim was tired, and confused, and sorely tempted to just disappear and leave Tilly and the Casino behind him. He had the power to do just that and the worldly experience to just disappear and not even Tilly could have found him, but despite his short stature and unimpressive physical abilities Grim had never run from a fight in his life, his pride and the pride of family name would not allow it, even if it would have spared him several beatings over the years. So he stayed as the rest of the group argued around him, harsh words being thrown by most parties at the other until Vyeggar stormed off with the buckets and Sandraminae called out to let it go and tried to regain control of the group, the man who he had offered the gold too had been scared off by the Half Orc, wisely choosing to forgo the coin in favour of not facing Vyeggar's anger
Following the group, thankfully not burdened by a bucket of something that didn't bear thinking about, Grim finds his interests piqued by Sandraminae's request, though its likely he is just enticed by the thought of a proper bed again, this time without the distraction of the redhead, as enjoyable as that would be. Following one of the staff home and making sure she was safe seemed like a simple enough task even for him, between the six of them it should be child's play, but then he had thought the same about escorting a chest across the city so perhaps he should reserve his judgement until he was more well rested and awake.
Soon enough they reached the river and to Grim's great surprise, he heard an unusual gravelly word issue from Vyeggar's lips, in his fatigued state he was unable to hide the expression on his face at the half-orcs apology, but after a moment he regained his composure and gave the tall heavily scarred man a smile and flicking the gold coin he previously offered the passerby towards the half Orc.
"A Grimzinta always sticks to a deal. You carried the buckets to the river as i asked so you get the payment, just as you will get your share of our other agreement, a deal is a deal Mr Vugmuk"
Knowing the man is likely to argue with him, it was his nature it seems to be contrary just for the sake of it, Grim quickly changed the subject, putting on his cheekiest grin "Do not worry about the money my friend, should i be lucky enough to find a Redhead eager to share my bed again i am sure i can find some other way of keeping her entertained without it"
Turn Summary Initiative: Move: Action: 1GP to Vyeggar for carrying the buckets Bonus Action: 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
When Liana noted what the insides of the buckets reminded her of, Sandraminae was surprisingly quick to reply. "Tilly's family, what's left of them at least, run in some odd circles. Occasionally she holds stuff for them."
Liana was thoughtful. "For anyone who has forgotten or neglected their religious training, Jeje is of the Heavenly Masters, and worship of her is part of the One True Faith."
"The glorious Queen of Self Realization is beloved by those who seek the strength to defend their communities. So, naturally I honor her greatly, though in no means as much as I adore Erotes, the Most Endowed. Jeje may be depicted as either a girl covered in seaweed or an elephant, Jeje is specifically the Goddess of Madness... but of a blessed sort that allow those possessing it to see the world differently to others. And so, her way has some appeal and sensibility to one such as I who practice psionic arts and altered states of mind."
"She is benign and kindly goddess, well, often. But I can see that her paths are difficult and her ways can involve wild and audacious results."
”I must admit about being somewhat curious about what was in these buckets before they were in their current state but I guess it’s not my place to ask…” Tarbin commented as he slightly shrugged his shoulders while carrying the combined weight of a number of buckets.
Tarbin then listened quietly as Sandraminae spoke.
”Now if we’re not getting paid for it it sounds like a favour to me…” Tarbin declared with another shrug of his large shoulders. ”Though keeping a young lady safe is one such favour I would happily do for free..” he then added with a thoughtful look.
”The six of us skulking through the shadows though may be a little obvious and I am not exactly the stealthy sort…” Tarbin began with a thoughtful look. ”Could I not just offer to walk Miss Ariadne home?” the large man asked going for the simplest of solutions before he began to dump buckets of slop in to the river.
Last edited by Alatere; Nov 28th, 2022 at 12:39 PM.
Sandraminae released an amused breath or two from her nostrils as Liana went into her little ramble. "Well, now you sound like my old man. Preacher of Alchibarta, all fire and sword-blades. I just pray to the Hundred-and-Eleven now and then, when I truly need their help and can't turn elsewhere. In this city, the only real help you get is from yourself."
Tarbin's words only brought her brow lower, as if expecting the request for payment. But then he continued past, and made his suggestion. "You can't say my name, and you can't expect it to work," she pointed out. "Ariadne prefers to keep herself to herself. The only reason she's even in this line of work is because Tilly's paying for her kid sister to go to school. Like with everything, Tilly has her price for her help. Still, I'd rather keep her in debt to Tilly and where I can see her, then let her run off and get mixed in with someone worse."
Location
Map
Season
Day
Time
Weather
The Dead Mermaid's Casino
J9
Harvest
103 of 120
3:09pm
Sunny
Ultimately, it didn't take too long to clean the buckets of the slop. It was irritating work, and filthy at that. Sandraminae seemed ready to say one last thing, but then she noticed the pair of figures at the door and stopped herself. Her expression turned as grim as it ever had. "Of #*@!ing course," she hissed.
All of you have at least seen the pair of very distinctive security guards. The huge, hulking orc and the kobold who seemed permanently perched atop his shoulders. Only Liana had exchanged names with Larzon and Rozitto Maztablazta. Rozitto was idly swinging her truncheon about in one hand, when she spotted you all approaching. "Hey, friends. All the staff are on notice - if there's an old man making trouble tonight, make sure you tell us, ok? He is consistently a danger to other customers and himself, so it's been decided that we have to permanently ban from our reputable establishment."
Sandraminae's arms folded. "Rozitto, the hell do you think you're doing?" There was a sudden grunt as Larzon wheeled towards her. There was a noticeable size difference, with her barely reaching his chest, but she didn't seem phased. "Don't threaten me, Larzon. You know what Tilly would do to your wife if you so much as breathed on me." Then a wry smile came to her, which Rozitto just mirrored. "See, I thought you liked the old man! You can't get rid of him, who else would you beat up?"
"He likes us better than you. Last time you two met, he tried to choke you to death."
"Your point?"
"... not much, really. Tilly does value you more than us, after all."
Whatever the tense standoff was, that ended it, and there was a very clear winner. Sandraminae's smile vanished again. Rozitto's was still there, wicked and commanding. Larzon looked ready to smash something with the less ugly side of his face. Rozitto turned her smile on all of you. "Older human man. Only... so high. Looks homeless. You'll know him when you see him. Just point him out to us." She looked to Vyeggar, one of the few people her husband was not as ugly as, and grinned even worse. "You could bring him to us directly, if so inclined. It would save us time collecting you."
"If they're not busy, of course." There's no reply, and Sandraminae brings you in. "I'll make sure to point Ariadne out to you when I see her."
Without advertising the fact, Liana paid keen attention when the old man was mentioned.
Later -- when they are away from the orc-and-kobold security couple, she decided it was time to speak with her companions. They all needed a bit of time to wash and prep for their next responsibilities, but Liana gathered the group of just her peers -- minus Vyeggar (sadly he couldn't be trusted) -- into a quick group huddle before people split up.
She only needed a minute to get the word out, and with just one notable exception of the heinous blabber-mouthed half orc, she had come to trust this group.
"Friends, the old man, his name is Kawasumi Hajime. I've heard of him, but not much. But I want to talk to him, so that I can find his daughter, Kawasumi Chika. She's someone special, and I need to speak to her. That might be hard if her father disappears permanently. I want to keep an eye out for the old man, and speak to him beforehand.
Could you help me make that possible, keep your eyes open, and help me spot him first. Ideally before he even lays foot inside?
I came here, hunting a murder of one of my family, a woman who was like an aunt to me. I think the old man's daughter Kawasumi Chika might help me crack that case. Or -- if you've spotted the murderer -- well, that could help even more directly.
A couple clues as to the murderer: Human, aged around thirty, tall, black mustache, neatly trimmed, grey eyes, thin nose. At times wore a symbol: a fang tipped in a droplet of blood. Had the moniker "Big Dog", and his weapons might be a spiked shield, he might have ... my aunt's stolen weapon .. an Urumi -- a flexible metal whip-like sword that can be concealed as a belt. Speaks like a local, same accent as the folks around here.
Seen such a man?
If you can help me solve this, well the Cirque de la Fumee may be grateful, and I certainly will be.
So far as I know, this is my own private matter. I'm not doing anything to cross Tilly of the establishment here, but well, I do want to talk to Kawasumi Hajime while there is still an chance, before the problem he poses is permanently solved. He's probably been 'cheating' or, well, winning at gambling way too often for it to be mere chance. But if he quits coming to the Mermaid, well the financial risk he poses is solved. "
In the hours to come, Liana Xirkul will be keeping her eyes open. As requested by the establishment. More or less.
Damien's brow furrowed. He could only imagine the kind of hell the Dead Mermaid Casino had been before if this frustrating web of hushed secrecy and surveillance was the brighter alternative. Maybe looking back on those days made it easier for Sandraminae to view the status quo fondly, or maybe they really were just looking a gift horse in the mouth. All Damien knew was that, for a woman who so many owed everything to, Tilly seemed to find it habitually necessary to trap people into being in her service. There were cracks in the organization being compensated for... and while their group may have lacked Sandraminae's experience and knowledge, they certainly had fresh enough perspective.
But that was thinking for a later date. For the moment, there was the matter of this Ariadne girl. Much as the hot item her boyfriend was foolishly advertising to dangerous strangers held interesting possibilities, Damien wasn't about to gamble unnecessarily when it came to dealing with people he didn't know. The job was the girl's protection, and that was all the mattered for tonight. With Tarbin making mention of the obvious, that six people sneaking around behind her playing hide the security detail was hardly feasible, Damien had a small addition in mind.
"Whether or not you can convince her Tarbin, it hardly makes sense for the rest of us to all follow behind. Where is her home? If these interested parties are looking to get to Ariadne's boyfriend through her and they know where she lives, they could be staking it out already... one or two of us should go ahead of time. Conduct a little bit of counter-surveillance... and warn the others if trouble is waiting."
Their final approach to the Casino was interrupted by an oddly tense encounter with its iconic security duo. While Damien said nothing, enjoying the show as Sandraminae made short verbal work of the pair, their brief description of the banned individual stuck out slightly in the vishkanya's mind. He couldn't help thinking back to the old man that had fallen onto him at the gabeta board. The sense of familiarity between him and the two bouncers implied he was a repeat problem at the casino... and really, just how many patrons matching the description they'd given could be HABITUALLY making an impression with Larzon and Rozitto?
Before Sandraminae left the group to get ready for their shift, Damien flashed the elf a crooked grin.
"Sandraminae, I don't usually cross professional boundaries, but I feel like with everything going on we've never had a chance to really... talk. Much as I'd love to pick up where we left off at the gabeta boards sometime, if you ever just have a half hour to yourself to grab lunch out in the city, I'd love to pick your brain. Boss." His tone was just a step away from flirtatious, though as he kept his eyes on hers, Damien lowered his glasses slightly and gave Sandraminae a meaningful look that showed through the sly smile. There was no telling whether she would pick up on what he was getting at or not, but the elf was a smart one, and it wasn't as though he could talk shady business with her on casino grounds. Then again, she might still reject him outright, thinking he was just looking for a date or to suck up.
... or hell, she might take him up on it just for fun. He could use the good company for a bit.
As everyone was getting ready for their shift, Liana took a moment to pull them all aside (well, not ALL. Predictably, she hadn't included Vyeggar), telling them about her desire to speak with the old man before he was intercepted by Larzon and Rozitto. For the second time, Damien found himself thinking of the old man from the day he came looking for a job. As she explained her reason for wanting to talk to the old man, Damien narrowed his eyes a bit. A murderer... one that had taken family from her. That struck a chord with Damien... he'd never been able to avenge his father's murder. Too young and helpless... but even now that he wasn't, it was a part of his past that lay out of reach back in the land of his birth, a place he never intended to return to. But for Liana, the source of her torment was here in this very city, alive and well, in possession of something that belonged to her. Damien couldn't change his past, but he could help Liana get what she wanted here and now.
When the halfling had finished explaining, he spoke up.
"Grim... you remember our drunk friend? The one from the game we were playing the day we were hired? Larzon and Rozitto definitely knew him... Sandraminae too. It sounded like he had some past indiscretions and wasn't welcome. Could just be a coincidence of course, but he sounds an awful lot like this old man we were told to look out for, don't you think?" Damien shrugged, looking back to Liana. "We can't risk crossing Tilly... but if we spot him before they do, nobody said we couldn't have a little chat with him before turning him over, right? As for "Big Dog", I could ask around. If he's foolish enough to operate openly in the city, tracking him down will be easy. If he isn't... well, we'll just have to pull the threads of the underground a little harder and see what falls out."
Working the conch shell game again, Damien was feeling relatively comfortable. It gave him ample opportunity to keep his eyes on his surroundings, looking out for the old man... as well as any sign from Urin that she had what they had talked about the previous night. It would certainly give him something to look forward to at the end of his shift. Otherwise, his thoughts drifted between his companions. Their execution today had been... sloppy. He hadn't been exactly on point himself, but it was becoming clear that if they were going to achieve success together, it would require some changes. Better communication and cohesion... better leadership. Damien had to admit that, while he had his own personal reasons for wanting Liana to succeed in finding this murderer of hers, it didn't hurt that a little bit of good will could go a long way toward solidifying her trust. And honestly, while most of the group was keeping at least a few of their cards close to their chests, Damien was confident all of them had something driving them to be here... they had to. Only someone with strong ambition would have walked through those casino doors that day, and while each person was driven by something different, finding out their goals would bring Damien one step closer to earning their loyalty.
And then there was the matter of Vyeggar. The half-orc had also decided to man the conch shell games tonight, and Damien looked over at him from time to time, sizing him up. Vyeggar was a perplexing one, seemingly willing to do whatever the job required, but cavalier his disregard for respecting even those positioned above him. He was smart enough to understand and follow orders, but reckless enough to make light of them. And when it came to throwing the rest of the group under the bus, it had almost felt like he'd taken Damien's warning about showing loyalty and overcompensated in the most self-destructive way possible. Why was the man trying so damn hard to turn himself into an island? Or perhaps he simply felt he had no other choice; his personality and actions hadn't exactly ingratiated him to some of the others, particularly Liana.
"Hey." Damien leaned over to Vyeggar. "Tonight, before sleep. We need to talk."
Maybe the half-orc would dismiss him... but he knew how to listen when he wanted to. Maybe he might this time, and if he could listen, maybe all he needed was someone TO listen.
Whooooof, juggling a lot with this post. Sorry, I didn't get a chance to respond to Sandraminae before the last game post was up, so I wanted to include it.
I don't think Damien needs to flirt to get his point across, but I figured I'd put a little spice on his "lunch" request to Sandraminae anyway.
Diplomacy: 15
Also trying to determine if he might already have heard anything about "Big Dog" based on his name and description.
Knowledge- Local: 13
Ugh, thank god for my bonuses, because those were awful rolls.