Sandraminae was already well at work introducing the failed guardsmen to their work schedule. Though, with how tyrannical Tilly had seemed. Three hours of work per day did not seem too bad. Until, of course, one considered that those in Kara's company are on a trail of vengeance or otherwise some form of redemption the rest of the time. Truly, living under the economic hardship of a debt to Tilly One-Eye Gansog was not a hero's lot, and Kara herself will enjoy being rid of such a yoke.
Once more, someone had given Kara an odd gaze, this time a woman, and not upon her appearance, but more of her mannerisms. Overt as she is being, it still made her spine shiver. The elven woman's whistle caused Kara's gaze to fall upon the servants in the room, merely for their swiftness of activity the moment after the whistle and the command tersely offered.
Though the servants had yet to fully leave, Kara had already made the significant strides to the cupboard, and swiftly donned her trousers in as few of motions as possible. She tightens the sash at her waist before tossing aside her gown. She looks toward Sandraminae as she exited and murmurs, "I suppose difficult women are the product of this side of town."
If it were for the color of uniforms alone, Kara could easily be considered one of the staff for the abundance of red cloth that comprises her gear. However, she simply has more things to wear that aren't red cloth, and are less revealing than undergarments.
All the commotion about lizardfolk on the journey...seemed rather typical already to Kara. Last time she was here, consciously, a lizardfolk was the one that stepped up to fight Vyeggar when Kara hastily retreated from the ring. Though it is quite difficult to tell lizardfolk apart if it isn't a major feature of theirs, Kara is somewhat certain this wasn't the one that got beaten by a brute worse than Hoya. She can only give a small prayer in passing, under her breath for the man's deliverance.
With the exception of the everyone else part of what Sandraminae had said, it was quite normal uniform policy. However, this meant that Kara would be due to be working in the ring for awhile, lest she clean the floors in little more than her skin. She nods her head in acknowledgement, then looks aside. However, thoughts go to her goddess of mark and choice. The art was always on the riskier side, of a dancer in pink attire. She cannot think of herself higher than Dustaw, but it feels all too revealing and wrong.
Kara, unbeaten after a day of dealing with drunken brawlers of some skill had earned a significant sweat. She arrived sometime after wiping down her flesh with a rag, being the latest and last to arrive. Coin accepted, but not given was easily stolen from Kara's reaching grasp, her eyes were certainly not amused by the elf's games, nor repeated mentions of alternative works for her body. She responds to the question and sentiment both, "Noted." So it was one three hour shift, and another few hours. Tilly was the tyrant, and Sandraminae was the slave driver.
Offering up information that she can, Kara says, "I still have my prior statements of the pale woman and the kobold. I have not seen the kobold in the crowds as of yet. The woman...I believe I have enough information to go out and hunt for some leads on her. it would be difficult to do so when side-stepping drunks that are wagered to beat me." Her thoughts drift to the fights at the wrestling ring, thankfully unlike Hoya, none that fought her could use their body like a weapon, but the blessings ended there. It was a run of luck or skill on their part that was oddly untouched by the booze on their breath. Tiring out each opponent before holding them til they passed out did not excite the audience in her favor. Thankfully that meant the casino earned more from the losing betters.
Tarbin listened carefully as Liana further explained her abilities. "I have no objection to it and even if you could read my mind through the link I have no great secrets to hide..." Tarbin replied with a shrug of his shoulders. "I just find it a shame that you cannot share that awareness of others itself... I know how to heal... it would be a great boon to know straight away who needs help..." Tarbin explained as he voiced his thoughts. "Though I suppose I could trust you to tell me whenever someone is in need..." Tarbin added with a thoughtful look.
Tarbin then flushed slightly at the slighty suggestive way that Liana worded her request. "Ahem yes well I am willing to try it..." Tarbin finally agreed as he never quite met Liana's eye. "Though I am not sure I am in need of the blessings of Erotes... I have no immediate plans to seduce anyone..." Tarbin commented.
Once Sandraminae and the casino staff left the room Tarbin strode straight back to his pack and pile of clothes. Quickly shrugging off his robe Tarbin fully revealed his muscular body that while nothing quite as bad as Vyeggar's new appearance was still littered with with scars from a multitude of battles fought both won and lost. As he changed Tarbin made a point not to glance in anyone else's direction and instead kept his gaze locked on a single point of floor. Soon enough Tarbin was back in his farmer's garb complete with a wide straw hat with a rather sizeable pack slung over his shoulders.
Striding back out on to the casino floor Tarbin once again found himself feeling both out of place but also somewhere familiar. The difference here however was that in the arena the crowds of people were usually further removed and you did not just stroll among them.
Obediently following after Sandraminae Tarbin glanced around the place once again as he listened to what the elf had to say. The name of the games meant little to the large man and he certainly did not know any of the rules so he was glad that he would not be the one responsible for running any of these games. Though from what he had observed they were mostly games of chance that heavily favoured the casino itself. While there must have been a chance of winning inorder for the masses to want to play the chances of any one person walking out of the casino a big winner was rare.
Tarbin blinked in surprise at the fighting lizardpeople and it took him a moment to realise that the pair were a couple but the lizardman had still decided to use the services of this place. While Sandraminae checked on the third party Tarbin instead glanced at where the lizards had hit the ground checking to see how bad the fall had been.
Tarbin nodded at the mention of the Drunken Mermaid Distillery, a delivery run sounded simple enough and sounded as though it was one that would be much less likely to involve an ambush and a beating from the city guards.
"Staff can be pretty without having to have everything on show but I get your point I like a pretty face just as much as the next man..." Tarbin replied when he was directly addressed though counter to his point the large man had seemed to do his best to avoid staring at the scantily clad servers too much. "Just aslong as the customers know that they can't just take what they want just because they like what they see..." Tarbin commented as he quickly glanced between Kara and Liana.
"What's the rule on touching? Am I allowed to break a few fingers if someone gets too handsy?" Tarbin then questioned.
Tarbin shrugged at the sight of the common room, he was no stranger to sleeping on a hard floor and the provision of bedroll and blankets seemed good enough as far as he was concerned.
Tarbin found the shift itself somewhat embarrassing. Due to not having to wear the uniform he likely had one of the less degrading jobs and while he was used to fighting in the arena he couldn't quite get his head in the game. It didn't help that he wasn't one hundred percent certain of the rules of the game. When the first man had attempted to throw him his first instinct had been to punch the man in the face hard so he wouldn't be able to focus on getting a good grip but then Tarbin had hesitated unsure whether that was allowed within the rules. That moment of hesitation had led to Tarbin's first loss and from there he just couldn't get in to the grove. Tarbin wished he could just let let loose and fight to his full potential in a proper straight fight rather than having to obey the rules of a game...
Tarbin frowned to himself at the end of the shift when Sandraminae praised them he had not been happy with how he had performed and he was not blind to the fact that his stack was the smallest pile of coins. "Perhaps I should have just acted as a bouncer until I'd settled in..." Tarbin grumbled to himself though he wasn't sure if that would have earned him even less coin.
As the group gathered in the common room with after their first shift Tarbin stood with a thoughtful look upon his face and his arms crossed infront of his chest. "If they have any sense those involved in the ambush will not come anywhere near the casino so soon after the theft..." Tarbin reasoned with a frown. "The best we could hope for is rumours or gossip..." Tarbin added.
"Two hours does not give us a lot of time? Is there anything you think we should do in this time?" Tarbin asked those he considered the smarter members of the group.
"I'm begging your pardon Miss Liana but I'm no religious scholar..." Tarbin replied with a slight frown as he adjusted his hat. "I'm a simple man raised on a farm and when you work the fields its Otoma you pray to to make sure the crops do well and its Otoma you pray to to keeps the pests at bay. And when the wolves come prowling at your door it's Otoma you pray to to give you the strength to fend them off. No offense intended miss Liana but you could pray to Erotes until your blue in the face but its not going to help your average farmer working the fields..." Tarbin replied honestly if not somewhat bluntly.
"Now I can't say I know anything about this hierarchy of yours but what I do know is while The Heavenly Masters might be all good and well for the fancy folks in their cities and their palaces they don't seem to care a whole lot about the common folk who break their backs to get by. When the common man... or woman cries out in pain or in need from my experience its the three sisters that answer... now if keeping my family safe or putting bread on the table so that they can eat makes me a heretic well I guess you can call me a heretic and proud!" Tarbin declared as he crossed his arms infront of his chest.
As far as vishkanya went, Damien was probably one of the showier of his kind. It was a shame running casino games and wooing customers wasn't his dream field; he'd probably have considered his current situation more of a blessing than a curse. Certainly his cut was decent enough, and he didn't mind attention, particularly when it came to his looks... though it was admittedly not the way he would have chosen to begin his entry into a full-time career in the underworld. All in good time though... and as Damien put forth his best effort during the casino shift, his mind continued to dwell on what was to come. What the next move would be toward righting what was wrong.
Later on as discussion took place over the pertinent details around the ambush, Damien took an initial backseat in the discussion, listening to what the others had to say first. Admittedly, he still hadn't ruled out the possibility that potential accomplices to their attackers hid amongst the group... but by this point, he'd begun ruling out suspects based on motive and what he could deduce about their strengths, weaknesses, and skill at deception. While he had no firm evidence, it seemed entirely too coincidental that such an attack could have been staged without inside information... but for now, it was seeming less likely that the source of that was in this room.
"Unfortunately, I wasn't able to dig up anything on the kobold OR this "pale woman"... and I can't say I have any personal knowledge of either prior to now." Damien looked over at Grim apologetically. "Kobolds are by no means exclusive to one particular area of the city. They kind of live everywhere... but they're most densely concentrated in a district outside the city limits, just north of the wall... place called "Dragon Road". If I were looking for a place to start poking around for clues, it wouldn't be far down on the list."
The vishkanya steepled his fingers as he settled back against a wall, sighing. Even with all their combined info, it wasn't much to go on. It would have to be enough though... these bastards weren't getting away with pulling this half-baked bridge heist. That said, Tarbin was certainly right about the lack of time this particular evening. 2 hours was hardly sufficient enough time to hit the streets and turn up anything useful.
"I can try to talk to Sandraminae... but if the work order's coming down from Tilly herself, I doubt we'll be able to get out of it tonight. Might be we just have to bide our time for now, keep ours ears and eyes open. When we ARE out of here though... we need to keep our groupings small and manageable. We won't get any leads walking around as a big, conspicuous mob. At minimum, we split down the middle. Kara in one group looking into the pale woman, and the others with me investigating Dragon Road to see if we can loosen some dragon lips and find someone willing to point us toward our scarred friend."
Sandraminae nodded as Liana asked about other games. "You won't be waiting long for new games. Changing tastes, or what Tilly thinks will make the most gold, always dictates that we change it up."
The common area was quite crowded at this time, with staff milling in and out. Shifts started, shifts ended, men, women and others got changed into their uniforms and went out to collect coin for their master. The ones with heavier, more world-weary eyes barely seemed to notice you. Just more cogs in Tilly's machine. But there are quite a few who peered at you all, silently debating whether or not to approach and introduce themselves.
Liana and Tarbin's discussion especially seemed to draw attention. Seems like a fair few of the staff take religion a bit more seriously than Sandraminae seemed to.
Just a quick post, all of you can roleplay amongst yourselves for a bit and decide what to do.
All of you know that you can probably make it to the south bridge and back in time for the second shift if you were quick about it. Maybe not long enough to do much other than ask some questions, though.
Dragon Road is all the way out of town. Making it there tonight is probably not on the cards. As for tomorrow? It depends on when your shift starts. The Dead Mermaid's Casino isn't the type of establishment that's open for breakfast.
Or you tell Sandraminae that you don't need a break. Anyone who does can earn, let's say, 15gp on top of what they've currently earned, and gives you a chance to question some of Tilly's staff directly.
When Tarbin consented, Liana Xirkul added him to the collective, and as promised it was unobtrusive, and occasionally inspiring.
From that time forward, the members of the collective could feel themselves dropping out when they got far enough from Liana, and then silently coming back in to the collective later once she got line of sight upon them. From time to time, when Liana saw them working at something (that lay within her skills), they might feel an occasional surge of focus, clarity and inspiration. She enjoyed being of help.
(A little later)
Liana Xirkul argued a few minutes with Tarbin about theology. With her theological training, she ran circles of logic and lore around his poor farmer’s brain. Her rightness was just so evident, why couldn’t he see it? It was frustrating. (It's true though, that her preaching appealed most to urban entertainment workers. She had not heart or insight yet for plain farm folk, who perhaps were not quite as simple as they seemed.)
"Well, maybe you’ll see the light some day. It’s okay. Just got my pulse worked up up there, a bit. No offense meant."
"For now, we have a job to be done."
(later)
In the common room, Liana was intrigued when Kara mentioned a potential lead." I’ll come with you; I can be helpful. We’ll run down there to the south bridge and back, before the next shift. Maybe not all of us, certainly not in our ‘work clothes’, but let’s go and be done with it quickly."
"Now, I heard a tip. We have a possible source of information. Gwendoline Miller. Girlfriend of the Sergeant at the bridge crossing. If we can't successfully bribe the guards or we don’t want to pay them, we can bribe her. She has a terrible drug habit that she'll do anything to feed."
In the Collective: Liana (always), Grim, Kara, Damien Buranta, Tarbin
Last edited by CatCanCook; Jun 18th, 2022 at 10:21 AM.
"You'll come with me?" Kara looks down at the halfling. Something of a dancer by appearance, but with a strange power that she had roped Kara into earlier. She crosses her arms then thinks for a moment, "If you are persuasive, sure we can make a quick dash over. Go get changed as you need to. I know some guards but my words... leave much to convince others." Says the rough woman as she looks to the others.
"Now, I heard a tip. We have a possible source of information. Gwendoline Miller. Girlfriend of the Sergeant at the bridge crossing. If we can't successfully bribe the guards or we don’t want to pay them, we can bribe her. She has a terrible drug habit that she'll do anything to feed."
"I wouldn't think of a bribe as the first resort. Not like we are robbing them." Kara says, hands moved to her hips. She reaches up to scratch her temple about her hairline, "After all, we just need to hear about one name, then it will be far easier to find the pale lady."
Vyeggar didn't see the two moronic bodyguards amongst the crowd. Better for them, he thought, his attention turned back to the sorry little clique he found himself a part of. The others at the table shared their insights and began planning on taking a trip around the south bridge. Unsurprisingly, nothing was said about including Vyeggar. He noticed, of course, but was not offended. The circumstances of their collective were not ideal, and he was going to have to make certain social concessions if he were to have any chance of being successful in retrieving the orc’s chest. And if that meant putting up with the barely suppressed ire of the little halfling, well, then that’s what he’d do.
”I may not have a silver tongue, but I can still help you out. We don’t know if these people are still out there or not, but if they are they might try to finish you lot off. At least I can give them a run for their money if they do crawl their sorry asses out of the woodwork. Don’t worry, I won’t open my mouth. Not like I enjoy showing off my missing chompers anyway,” he groused, his tongue moving incessantly over the jagged bone where whole teeth used to reside.
”And who knows, maybe I’ll see something myself while I’m out there, something that might have been missed.” He shrugged, then stood up. ”So? Let’s go, while there’s still some light out.”
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: Catching up after an illness, thank you for your patience
”None taken Miss Liana, everyone is entitled to their own beliefs… but I must warn you to be careful there are some out there who are more militant in their beliefs and would take offense at the three sisters being insulted so….” Tarbin warned but in a good natured way.
(in the common room)
”I’m from the north… further north than dragon road but I have passed through there several times…” Tarbin commented at the mention of the Kobold dominated area. ”Happy to take anyone there if we ever get enough time to get there…” Tarbin added.
”Unless we all plan on going to the bridge tonight I will stay here. Make sure the others are safe and see if I can get to know the staff…” Tarbin commented. Like Vyeggar Tarbin was well aware that he did not have a silver tongue either but he had an idea of how to get in their new colleagues good books.
(There will be a follow up post once the two groups separate if we agree to separate)
Last edited by Alatere; Jun 20th, 2022 at 03:14 AM.
A plan was in the works... not much of one, but a plan nonetheless. While the majority seemed in favor of heading to the bridge for some quick recon and investigation, Tarbin seemed a little on the fence about where to go. Sliding over to the man, Damien placed a hand on his shoulder.
"I think you've got the right idea Tarbin. Best not to send everybody... too big a group, and it might scare off potential leads. I was planning to do a bit of digging around here... see if I can get any headway on figuring out who our inside informant might be. An extra set of eyes and ears wouldn't be unwelcome." Damien smiled slyly.
Hearing the other present their leads, ideas began forming in Grim's mind, some of them sadly unethical but they might produce the best result. Looking over that the Half-Orc Grim couldn't help the spike of pity he felt at what was done to the man, yes he wasn't the most civilised and polite of people but the disfigurement caused by the ambush was too cruel even for a man like him, but it could be turned to their advantage if they handled it right.
Waiting for the others to form their plans and for a lull in the conversation, Grim spoke up, sipping on a mug of something steaming hot, with his feet propped up on a small stool. compared to the places he had found himself earlier, he was extremely comfortable now in the break room
"I would love to accompany you beautiful ladies to the South Bridge but we have so little time and i'm afraid i am still quite sore from the beating and would only slow you down. I believe i would be of better use staying here and continuing to work the shift, see what other things i can learn. I would like to have a conversation with the staff on a few matters"
"But perhaps tomorrow after we have been paid and have some resources, Mr Vugmuk could accompany me to the south bridge for a meeting with the Kobold Dealer i've heard about. I would like to make a large purchase and the presence of someone so intimidating would be a great help. Lady Liana? did your sources happen to mention which substance Ms Miller favors?"
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 (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: 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
To Kara, Liana responded: "I'll be changed and ready to go quickly. Now, I did not hear myself much about the Pale Lady - but prompt me if you would on such clues as you did hear, and I'll take if from there. I too would certainly prefer to get information for free -- but the idea of bribing was suggested by some of the staff. Depending on the person, though, sheer sweetness or an appeal to one's good nature may only go so far: someone resolute on coin may only accept that, no matter how artfully the case is made!"
When the orc (well, okay half orc) suggest coming along, Liana Xirkul smiled sweetly as she often did when a mark suggested something awful. But ... the beast was part of the company for good or ill (probably ill), and refusing him outright would be awkward. He kind of had a right to come, he was tied up in this obligation, and anyone tied has a right to use a safeword. Hmm ... just having him along would make people perhaps a little distracted, with their guard up against him and not another.
"There is, maybe, some merit to that. Come along then," she said, reluctantly.
She changed (and adjusted her readied martial maneuver slightly.) When the trio was ready: Liana headed out. Stepping out the door, she immediately sneezed, an involuntary, piercing startlingly loud shriek.
She blinked rapidly, until the feeling went away.
Then she assumed the stance of piercing rays (a subtle adjustment to mind and posture), and was ready to travel. With her fleetfooted stride, she could keep up with the larger people easily. Her intent was to keep an eye out: but also to periodically enhance Kara, so that the warrior-woman kept an especially good eye out.
She whistled softly, a care free random tune.
At the risk of jumping the action ahead, I'll give Perception checks + aid another perception checks.
Dice Liana Perception:
1d20-2
(15)-2
Total = 13
(Have to get some ranks into this, someday. 7 Wisdom is lame!
Dice Liana Aid Another: Kara Perception DC 10 :
1d20-2
(16)-2
Total = 14
Success! Liana gives Kara +5 to perception as some hopefully useful moment on the journey to the bridge.
In the Collective: Liana (always), Kara. The others out of range: Grim, Damien Buranta, Tarbin