When Liana Xirkul concentrates, her psionic talent causes her mind to fragment, so that one part is standing aside watching, focusing, advising: while the rest of her is going about her normal business. And for now, her business is seeking to persuade the guard to supply information.
"Gentleman, could I ask you a question?" She knew that once one person answered one question, even the simplest, it put them in the subtlest way in mind to listen and answer in the affirmative. "Kara and I have a favor to ask of you," she said with an expression both earnest and charming. "May I speak on your behalf a moment?" She asks Kara direction, and pauses for Kara to nod in assent, so that the guard understands this is a joint request, coming in part from the armswoman to whom he owes a debt of gratitude.
"Sir, Kara, and I, and others were beaten most severely just the other evening." She shows a bruise on her neck, and then starts as if about to show a bruise on her chest, then blushes and does not do anything more revealing, as if in her distress at recent injury she had almost gone too far. She subtly mirrors the guard's stance and posture. "You can see too, how my companions were so harshly treated. We are looking for a Pale Lady. She was dressed in uniform as if a guard, but she was surely not of your or Warden Mar Provinus company, was she?" She nods slightly, encouraging him to nod. Again, she works skillfully to build on the pattern of agreeableness to simple questions.
"What was her name? Can you tell Kara and I anything else about her? We would be most appreciative."
Dice Aid Another: Diplomacy on self, DC 10:
1d20+9
(8)+9
Total = 17
Success!
Take 10 diplomacy vs Guard to make a request: 10+9(diplomacy)+5(compartmentalized aid) = 24 total
In the Collective: Liana (always), Kara. The others out of range: Grim, Damien Buranta, Tarbin
Kara left the casino with Vyeggar and Liana with little fanfare. Even though she was slightly distracted by the dancers and fellow employees in uniform. It was certainly difficult putting such things out of mind, she endeavors not to be in such outfits herself.
Hearing her name shouted outside causes Kara's hand to immediately fall upon her axe. The man that took her left hand as swiftly as he came, however, seemed to be some kind of fan of sorts. She loosens her grasp on the wooden handle of her weapon. She glances aside as the man shakes her hand, "I was just doing what was right. We are here-" Kara began, but Liana quickly got to speaking.
"Gentleman, could I ask you a question?"
Kara hadn't much room or need to say anything, merely shrugging at Liana's request, then a nod a moment later after the halfling continued to stare her way.
After Liana's description given, Kara clarifies further, "The woman was pale like a scholar that rarely goes out into the sun and seemed a bit too thin for her armor."
Nodding appreciatively as he accepted his drink, Damien listened to Urin intently. It was interesting... on the surface, the Dead Mermaid was a hustling, bustling den of iniquity where people came to drown their daily woes in gambling, booze, and sex. Behind the scenes however, it was far more than that... a collection of lost souls caught in devil's bargains. While some were satisfied with the arrangement, others fruitlessly attempted to claw their way out of the pit... and some were just resigned to their fate.
"A tale much the same as others you've heard, I'm sure. I came to do a job. It got complicated. Now I'm stuck literally paying the price for it." Damien swirled the glass slightly, his gaze fixed somewhere in the middle distance. "... for now anyway. I'm sure for someone with the right head on their shoulders, the occasional opportunity presents itself. Hopefully the next one doesn't involve an incredible high-profile chest." Damien chuckled slightly bitterly, shaking his head as he fell silent for a minute.
Wanting to work for Tilly, Damien had certainly come to the right place... but if he wanted to be anything more than a glorified servant for life, he'd need to be more resourceful than ever before. Looking back up at Urin, Damien flashed a wry smile.
"Running the bar, I'm sure you see and hear plenty that others don't. Any chance you heard any chatter about aims on Tilly's chest? Might help clear my name... more importantly, the right tip could make Tilly VERY happy if presented correctly. I don't know what's got you and your beloved held up here, but with Tilly in better spirits... I mean, who knows right?" Damien leaned against the bar, cocking his head slightly.
Not sure which specific category it would fall under regarding the DC, but Damien makes a request of Urin for aid (possibly asking her to give him secret information).
Having gathered as much information as he could while working the tables, Grim decides that tonight isn't the time to make the approach and follow up and will wait for the opportunity to interact comes about more naturally. Taking the opportunity to change out of his uniform, Grim follows his nose to the kitchen to find Tarbin cooking up a storm, one very well received by the staff it seems and after being offered a bowl by the young man and tasting it he can see why
"Exquisite Master Haldar, you have a gift. many thanks"
While enjoying he meal in a quiet corner, Grim whispers a few words and taps into his magic, his eyes once again shifting from Icy Blue to Emerald Green as he follows the conversations of everyone in the common room. although here most of the whispered words seem to be either complaints about Tilly and the patrons, or compliments about Tarbin and his meal (amongst other things about the handsome young man).
Finishing his meal and returning his bowl and utensils to the kitchen, already magically cleaned with a small charm Grim heads back out onto the Casino floor, this time not wearing the uniform of the establishment and blending in more easily with the crowd. It takes him only a moment to find Damien, still the centre of attention by the bar surrounded by swooning women (and some men) in various states of inebriation.
chuckling at his friends predicament, Grim finds himself a quiet spot to watch the man as he makes conversation and gathers information, his magic allowing Grim to follow along with most of the conversations but he follows the man around the bar as he moves, lingering behind to pay particular attention to what is being said by the people Damien speaks too amongst themselves, After he has left them and moved on, trying to pick up the words they don't want to share with him, the results sadly were less than encouraging
Turn Summary Initiative: Move: Action: Cast Speechreaders Sight to gather information - Result of check 12 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: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
Tarbin’s attempts at information gathering had not exactly been fruitful in digging up any secrets but his secondary objective of getting to know some of his new colleagues and ingratiating himself with them had been somewhat more successful though a handful of Sophilites had avoided him not that that was unexpected given that he had not kept the fact that he was a follower of Otoma a secret and the two religions did not exactly see eye to eye most of the time.
”Just an old recipe my ma used to make…” Tarbin replied when he was complimented. ”I hope to be useful around here and cookin a meal or two is the least I could do…” Tarbin added.
”I couldn’t help but notice your healer here is also your carpenter…” Tarbin commented later. ”No offense intended to the man, I am sure he knows his craft but I was trained by a priest of Otoma… if ever anyone takes an injury from fighting in the ring… or else where… I’d be happy to take a look if you didn’t want to bother the good carpenter…” Tarbin offered to the staff at large.
”Do all the staff live here? I’m guessing the common room floor can get mighty crowded at night?” Tarbin then questioned. ”Is it safe to leave any gear in there or is it at risk of growing legs and walkin off?” Tarbin then questioned.
Whether it was in the kitchen or on the casino floor, Grim tried to find information, as if his very magic were fingers grasping out at straws. He didn't receive much of anything. At least, not information. But he was noticed, and a delicate set of fingers pressed themselves onto his shoulder.
"Hard at work, I see," Sandraminae purred into his ear. Walking away from her, looking very dizzy and satisfied, was a catfolk woman whose fur was all over the place. Sandraminae, however, seemed to have already sorted out her hair. She seemed like the kind of woman who could sort her hair out with just a hand and always made sure to. "You've chosen a good place to find secrets - there's things about this place even I don't know about. A couple of things I do and Tilly doesn't. By the way, I don't think I ever thanked you for trying to save me from You-Know-Who. He's harmless, but the gesture was appreciated."
Tarbin found the faces around him getting friendlier and friendlier, with only the few hold-outs keeping their distance. Though when he proposed healing, there was a laugh from the back of the crowd. "Trying to put me out of a bloody job?!" There was a parting of the seas of people, and through it walked the carpenter. He stretched his hand out to Tarbin and gave a grin that lacked several teeth but made up for it in humour. "Edward Fletcher! Good to see you're doing well! I'd happily let you take care of the people upstairs, though I don't think Tilly will be taking you down to-" Immediately, his expression changed, and he stopped dead in his tracks. Too much said. He just added a sheepish, "When she trusts you more, she'll let me finish my sentence." to deflect.
Damien told his tale to Urin, and it just made her sad. "A lot of people have had easy jobs get complicated." She didn't change her face as he leaned in and made a blatant request for information, though he could see her eyes sparkle just a little. It was an act - they were just staff sharing sad stories to the outside observer. "No one smart had designs on that chest - Tilly made sure of that. One night, this crew of ten were let in during the night, we still don't know who by, and somehow got to where she was keeping it... well, I don't know what happened to them down there, but I know what happened after." The dwarf paused, gesturing to the fighting ring. "Six were still alive, but they were broken. She got in that ring and took bets on how long it would take for her to kill them all. After that, no one even looked at the Chest for a week." She then looked to Damien with thin lips. "Then she sold it. Then you lost it."
Location
Map
Season
Day
Time
Weather
The South Bridge
K7
Harvest
102 of 120
8:31pm
Night, Hot
The guard's good cheer died as Liana told him of the whole sordid affair. When she mentioned an attack, his eyes drifted to find Vyegger, and it made him recoil. Such horror on his face, not helped by his 'Come hither so I can knock your block off' expression. Shadows fell across his helmet, and his entire expression became one of worry.
"What the hell has she done now?" he hissed, more to himself than anyone else, and turned his head to make sure that his colleague wasn't looking. Sure enough, said colleague was busy bothering some merchant about nothing important. The young guard turned back to you, the first beads of sweat appearing on his brow. "That woman is no scholar. She really is a guard - the nasty shite all the kobolds are taking just messed her up something fierce. They call it Red Sunshine."
There was a lull in the conversation as he gave another paranoid look from side to side. "I won't give you her name - my captain's sweet on her and would kill me if I put her in trouble." Then there was a flicker in his eye. A sour flicker, and his whole face screwed up in anger. "Sweet enough to use that to keep her around his finger." He just stopped the rest of his rant before it could start. He then looked up to Kara, his eyes slightly pleading. "Day 104 is her next shift. If you have Red Sunshine yourselves, she'd sing like a bird... but... she needs help. You saved the Warden, you could save another guard, right?"
The zealot had a split track mind. The mind that directed her body was sweet, earnest, and only wanted the best for everyone. And the fanatical secret mind underneath was calculating, observing, manipulating...
Her eyes widened in righteous anger and sympathy as he mentioned the drug addiction. That poor woman. No wonder she was pale. She was being poisoned. So unfair, to treat her that way. No one deserves to be hooked on toxic filth, and manipulated so cruelly.
Kara was the good cop and Vyeggar was the bad cop, and why Liana was just an inconspicuous nobody trying to help everyone around her. And now she wanted to help the poor pale lady with her drug addiction, and help the guard ... to not get pummeled into oblivion.
She looked at him with some anxiety, for his safety. She spoke very softly and confidentially. "Sir, you have been so helpful. But, uh, one little problem. Kara and I, we'd like to help the captain's sweet lady. I'm sure someone put her up to it, and if we can find who, well then she is off the hook. But", in earnest and helpless frustration, "You didn't say her name. We can't find her and help her unless you tell us her name, or maybe where she is."
"On the other hand, well this orc here," she shudders in fear and disgust. "He's mighty angry. He rips folks to shreds for insults. See the injuries done to him? That happened well, because...." She gestured around vaguely in a manner that implied that the whole situation including the guard was part of the cause. Sad, but it's just so. "He will do ten times worse to anyone who stands in the way. And, if you don't tell him about this sweet pale lady ... It makes no sense. It's not fair. But he'll act like you injured his face." She winced at how ugly that face was. She hated and feared that face. "He doesn't take well to that, I'm afraid.."
She bit her lip in worry. She wanted what's best for the guard.
Giving the guard an emotional appeal, and a logical appeal. And doing an Aid Another to boost Vyeggar if he tries to intimidate.
Dice Aid another, Vyeggar, intimidate, DC 10:
1d20+4
(19)+4
Total = 23
Success. If Vyeggar wants to intimidate the name or location out of the guard, take a +5.
Dice Aid another on her own continuing diplomacy DC 10:
1d20+9
(9)+9
Total = 18
Dice Diplomacy - help the pale druggy by saying her name and/or address.:
Damien grimaced slightly, looking out at the fighting ring as he considered what the sight of Tilly murdering six broken people in a frenzy might look like. At least happy he wasn't getting a taste of it firsthand, the vishkanya turned back to the bartender as she completed her cautionary tale, ending it with a mild jab at his competence. Damien didn't bristle at the statement; it wasn't as though she was wrong. Mostly, Damien was curious if she'd meant it to insult him, or simply to humble and ground him a bit. Regardless of the intent, the vishkanya wasn't put off his game in the slightest.
"I object to your phrasing. "Lost" implies we merely let it slip through our fingers. No, we were outmaneuvered, beaten, and made fools of... not that that's any better." Damien chuckled quietly as he turned to gaze out at the casino floor. It was almost a shame he attracted so much attention from the lustier patrons. Less wandering eyes would certainly make it easier to look out for shifty spies.
Turning back, Damien maintained his position at the bar, downing the rest of his glass as he tapped it gently on the bar, requesting another.
"As you say, no smart person would go after that chest... but a greedy foolish one might think they could help someone ELSE take it, for a cut. Somebody let in that crew Urin. Just like somebody informed on where we would be. I'm not here trying to make enemies, but... I daresay, whoever that person or people might be, they're certainly no friend to anyone here." Damien's finger playfully danced across the rim of the empty glass before him. He kept his eyes on Urin, and an observer from afar could be forgiven for thinking he was flirting with the dwarf, though he was careful not to actually overstep; she was a married woman after all. "I, on the other hand, am an excellent friend to have. I get the sense the same could be said of you Urin. I hope it wouldn't be too forward of me to ask that the conversation we're having stays between us then, eh?"
Damien's little speech about being friends is genuine, though he's definitely applying a bit of pressure trying to see if he can figure out what Urin might be motivated by. (determining needs, desires, or worldview per house rules):
Appraise: 21
He's also keeping an occasional eye on the casino floor looking for potential "spies" looking his way. I didn't know if this would be considered perception or sense motive, (if it's perception, just add 2 to the roll).
Turning to look up at the beautiful elven woman, Grim can't help noticing the feline woman departing from her company and chuckling at her choice of words, perhaps it is the Ale but Grim can't help feeling a little cheeky tonight and raises an eyebrow to the woman as he responds in Elven "an occupational hazard for your male suitors i am sure"
His mischievous grin however soon turns genuine as she thanks him and Grim gives her a small nod in appreciation for her comment, his words still in Elven as they are talking alone although his tone is now more serious and polite "It was the very least i could do, not that you are a woman who would need any help with him, or any gentleman i am sure, but there was something about the man which compelled me to try none the less"
"I get the impression that he is tolerated but not well liked in this establishment. May i ask who he is Lady Sandraminae? in the strictest confidence of course, on the Honour of the Grimzinta Name"
Grim had a feeling that he was grasping at straws even asking but who knows, it had been a very long and eventful day and as composed and shrewd as Sandraminae was, everyone was prone to slips of the tongue when tired so he tried his luck. His magics were running thin tonight after the strain of the beating and pushing his information gathering spells to their limits throughout the day so he resorted to simply asking, sometimes that could be magic enough.
After his conversation with Sandraminae ended (hopefully on good terms), Grim made note of the time. After such an eventful day, and with half of his new friends and fellow conscripts still out exploring leads in the city he decided now might be the best time to be find himself a comfortable, and private bed for the evening. from Sandraminae's tour earlier and conversations with the other staff at the Casino he know that the private rooms upstairs were for use by a particular section of the staff for entertaining.
While Grim was not averse to the profession itself, his week in Julianople prior to his alleged internship at the university had been spent making frequenting several similar establishments, he didn't have sufficient funds of his own at present to make that an option. But perhaps if he slipped back into his uniform he could make use of the room for free, should he find a willing partner amongst the patrons of the Casino.
He might not have the tall exotic looks of his friend Damien or the limber grace and enticing prowess of Liana but he was not without his own Bluff and Diplomacy +11, Charisma Stat 22charm and charisma which in the right circumstances could exceed their own, and there was a particularly enchanting human redhead over by the stage who had caught his eye earlier in the night, perhaps she could be persuaded to join him upstairs for the night, he still had a small spark of magic left sufficient to aid his already silver tongue and as he was technically no longer working a shift he couldn't in all good conscience even charge the young lady for his time
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
Despite his assurances that he would not beat up guards for withholding information, Vyeggar found himself reflexively tightening his fists and then forcing his fingers apart to dispel the bevy of negative emotions he was battling. He’d posted up about ten feet from the trio, close enough to hear the conversation but far enough away that there was a semblance of privacy. They talk, you just stand and glare. That’s the dynamic. Oh, but there was so much he wanted to say, preferably while this little punk’s throat was getting squeezed from behind by Vyeggar’s forearm. He would break this pathetic guard’s fingers one by one until the name of that pale bitch came spilling from the man’s bloody lips.
Of course, all of this was just internal. Vyeggar was a picture of stoic menace, his golden eyes staring straight at the guard like two flat suns, while his deceptively keen mind worked through what the man had quietly revealed. The drug Red Sunshine had not gone unnoticed to a lowlife such as Vyeggar, who was willing to try and certainly had tried a great many different substances, both illicit and lawful. Red Sunshine was not one of them, mostly because that same keen mind was not overly suicidal. It was a death trip; Vyeggar
With a grunt he stood up straight from the bridge guardrail he’d been leaning against and rose to his full 6’ 2” height. His scuffed leather boots made dry clomping sounds on the wooden beams of the bridge, and in less than a dozen steps he was there, standing before the guard who had made it his business the moment he opened his mouth. With one green finger, Vyeggar pointed to his battered face.
”Take a look. Go ahead.” He let the moment drag, let the man look at each square inch of bruised and beaten flesh, every knot and every newly formed scab. ”Look all you want, I won’t bite. Much.” And he grinned,
Dice *
Intimidate with +5 bonus:
1d20+13
(5)+13
Total = 18
revealing the remaining teeth in his gaping maw some filed to deadly points, others smashed into jagged bits of bone. The grin stretched his face and pulled open one of the recently closed wounds. Tiny beads of blood perked up on the half-orc’s cheek and pooled into a thin stream that coursed like a tear down his face.
Vyeggar closed his mouth after a moment. ”Listen here, friend. I’m here against the wishes of these two lovely ladies. They seem to think I’m a bit “overly aggressive” when it comes to problem solving. And between you and me,” he said in a mock-conspiratorial whisper, ”they don’t even know the half of it.” He cleared his throat and pawed idly at the stream of blood tickling and trickling down his face; his fingers streaked the blood trail into a quartet of crimson bands that appeared almost tribal. ”As you can see, the guards who attacked us did quite a number. Fortunately for these two beauties, they’re not nearly as stubborn and hard-headed as yours truly. And it’s a good thing for your sake that I don’t recall any of the faces of those who were beating me.” He made a single fist, the knuckle joints cracking and popping as the pale green digits worked against each other, before letting the hand relax again. ”This is a, uh, well I guess this is more or less a “social visit,” since our little investigation has only just begun. For those who played a part in striking us down - striking me down - the reckoning will come.” He let the words hang, and took a deep breath, trying to stop his anger. They still had things they needed from this guy. The blood continued to trickle and he swiped at it angrily, jabbing his hand quite painfully on the tip of one of his tusks.
”But, those are matters for another day. Tonight, I’m tired, I’m bloody, and I want to get drunk. Unfortunately, I’m out here, playing super sleuth, so the sooner you answer my questions, the sooner I can go get blitzed and you can go back to whatever it was you were doing. You say this pale lady trips on Red Sunshine? Perfect. And she’ll be on shift in two days? Even better. You can’t give us a name - you say your captain will “kill you”? Fine, fine, whatever. How about the name of a dealer, then, I bet you could do that? I bet you know a dozen dealers who sling Red. Point us in their general direction. Do that, and I might just remember your face as one of the good guys the next time I see you.”
And he grinned again.
Standard Action:Rolls. Kn. Local of 9 to recall anyone who might deal Red Sunshine – fail. Intimidate of 18 (including the +5 bonus, ty!) to get the guard to cooperate and tell me the same information.
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 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)
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