Damien stopped, looking back for only a moment as his eyes and ears caught something else.
'Joining Liana's little collective is paying dividends already.'
Clearing his throat, the vishkanya glanced to Vyeggar, noting the half-orc's decision to stay outside. Was he on to the enemy too? Or just legitimately disinterested in this entire errand? Either way, it was time to test the man's ability to pull punches and follow Tilly's "no contact" order. Halting his advance toward the shop long enough to step closer to Vyeggar, Damien smiled and shook his head.
"Fine, miss the fun... but try not to piss off our hosts, huh Vyeggar?" With his back turned to the kobolds, Damien mouthed a few additional whispered words. This time instead of Liana though, it was Vyeggar who heard the vishkanya's voice clearly in his ear: "The little scarred bastard is behind that tree to your right... about 20 yards. If he leaves... we need to know in which direction."
Shrugging, he turned back toward the building and went inside with the others.
Damien's spotted the scarred kobold!
Damien casts 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, targeting Vyeggar with the message above.
The kobold seemed unamused by the thick air of sarcasm from the group, which itself was far thicker than any of the "fresh" swamp air. She was even less amused as Grim began to ramble and zoom about the shop, his eyes wide enough to eat up every one of her curious wares. There was a smile that she gave to his question, but it had all the friendliness and sharpness of a dagger.
"The ladder is into the tree itself. It was hollowed out by the original owners - smugglers hiding their wares in underground cellars. Talafax found a much better use for them, however," she explained. "Perfect for cutting the plants we use away from, shall we say, prying eyes."
One by one, the group began to descend down the ladder and into the cellar. It was an awkward climb - the ladder bent at an angle where the tree met the shop, clearly made for the small and flexible kobold smuggler, and not the taller amongst you. Grim and Liana almost slid down with ease. Damien and Tarbin felt like they were going to eat their own knees. As they all went, they heard several loud rappings echoing from above and travelling down ahead of you. Clearly some sort of code, letting the kobolds downstairs know that someone was coming.
You all make it down eventually with no harm coming to you, save for Damien and Tarbin's backs. Damien could immediately see around him, while the others have to take some time to adjust - there is only very faint light, just enough to see in, from several candles on the wall. Just the right kind of darkness for a kobold.
Essentially the cellar was just a very, very large box of thick wooden walls and ceiling. Though the ceiling had more than one leak where mud was dripping through. There was a dizzying smell in the air, something like plant-sap and dying fruit. As your eyes travelled through the cellar, you found several crates scattered around, each about two foot tall and five feet across either side, some open some not. The open ones all had these bright red buds, almost like gnarled roses.
Most of them were at the opposite end of the room, where there were four kobolds hastily blowing out all of the candles. Behind them were a mound of flowers.
"Kill the lights, kill the lights!" one kobold was hissing, as the other three desperately blew out the candles. Darkness began to bathe the room, and the last thing you all could see was the ringleader swinging a club in anticipation. "You'd think Kasturr would be smart enough to send someone with darkvision this time!"
And then the lights died, and you were all in total blackness.
Vyeggar waited outside, at his own insistence. Kara, too, decided that she didn't like the general situation and silently elected to stay outside. While she might not have perceived exactly what was going on, her companion's travelling gazes were enough to tip her off to a potential conspiracy.
There hadn't been an objection to either. They stood outside the shop door on the raised balcony. From there, they had a delightful view of the disgusting swamp and the foul-smelling mist that permeated it, and the ramshackle hovel that was built up on the tree.
They watched each of their companions disappear down the ladder into the cellar. The moment the last of them had gone, there was a stirring. It was coming from the roof. Two kobolds slid down to the very edge with wickedness in their gaze, crossbows loaded. They immediately trained them on Vyeggar and Kara. From inside the shop, both could see the witch turning back to the door as her hands began to pulse with magic.
"So Kasturr resorted to hired goons again," she growled, stepping into the doorway. "Don't worry - when you're dead, he's next!"
That's when, before she anyone could react, a crossbow bolt hit one of the kobolds on the roof.
Everyone was frozen for a moment, only able to snap their heads towards the target. His eyes rolled up slowly, as if he was trying to see the gaping hole that had exploded into his thick forehead, before he collapsed onto the balcony by Vyeggar's side.
I'm really hoping that this works and doesn't look like total butt.
CELLAR
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Ignore the top line.
E are crates, which can be leapt over with a move action or used as cover. X is the ladder. F are flowers.
L is Liana, D is Damien, T is Tarbin & G is Grim
The numbers are the kobolds.
OUTSIDE
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Ignore the top line.
B are the hovel walls and shelves. E is the balcony fence, which can be jumped over pretty easily. W is the water, about ten feet below you. X is the ladder.
V is Vyeggar & K is Kara
Number 5 is the kobold on the roof. If Vyeggar or Kara swung for him, they could reach his ankles. S is the kobold witch.
So that is your situation! Either talk your way out, or roll initiative and fight your way out!
Also, before anyone asks, I NPC'd Kara with Vaerdis' permission as they've been a very busy bee recently.
Damien's nose crinkled at the sickeningly sweet smell of decay in the cellar, glancing around with little in the way of surprise. Sure enough, this was feeling distinctly like an ambush. Quite a bad situation... for the kobolds. Without missing a beat, the one in charge barked orders to the others, and what little light there was was immediately snuffed out as the treacherous little creatures prepared to attack, seemingly under the impression that none of them could see in the dark.
Sometimes it really paid off having the average pleb know nothing about vishkanya.
"Now come on my little friends. I think we should all just relax..." Reaching out a hand as he spoke, Damien snapped his fingers, flashing a smile at the group of kobolds as they felt their eyelids getting heavy...
Damien is going to cast A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep, centered on the space between the ringleader and the other kobolds, which should catch all of them in the area of effect. Starting from the lowest, 4 hit dice worth of them will immediately fall asleep.
The danger was palpable. The obvious threat of death lurking anywhere, impossible to see.
And then death itself called out. "Heh! Looks like the thin orc knows a fancy spell! came the kobold's voice, punctuated by three cruel sets of laughter. Then they began to slow. One by one, the voices began to lilt, and cruel laughter became distracted yawns. "Say lads... I think I accidentally breathed in some of the produuuuuuuzzzzzzz..." Distracted yawns became four heavy thuds and the clatter of weapons hitting the floor.
Well, umm... ambush averted. Sorry for those waiting for combat. At least for the downstairs peeps, upstairs could still all kick off royal.
Tarbin gave a slight grunt as the light started to go out, if the little lizards wanted to hit them with clubs then they would have to get close and if they got close to Tarbin he was more than capable of grabbing the little creatures by the necks even if they were in the dark. Still there was no point taking the risk so Tarbin began to mutter to himself as he touched the brim of his hat. Suddenly the simple straw hat began to glow as the small room was bathed in light.
"Well never did I see a group that were this god dammed tired..." Tarbin mumbled as he spotted yet more sleeping kobolds.
"Tieing them up seems to be the sensible thing to do..." Tarbin then declared as he reached in to his pack and pulled out a long length of rope.
"Well if someone wants to tie up the little lizards I'll head up and see how are friends are doing..." Tarbin offered as he held out the rope.
Grim gave the apothecary a huge grin as she explained the Ladder into the tree, eyes still wide, he wasn't faking his enthusiasm over this wonder at the unique items in her shop but he wasn't oblivious to her annoyance at his antics either and could hear the cold tone in her voice. He just choose to ignore it for now and pretend he wasn't aware, whatever her intentions she still seemed willing to show the group the secret cellar which was where they needed to be.
"Very Ingenious, very few would suspect a hidden room beneath the tree that's for sure"
Sliding down the awkward ladder into the hidden room, Grim felt a momentary memory of familiarity at the activity, many years aboard a seagoing vessel growing up Grim was accustomed to climbing ladders and ropes, often in unusual conditions and he managed to descent without incident, giving the apothecary another smile as he disappeared and left her behind, chuckling as he heard the tapping begin, clearly a code even if he didn't know what it was saying Yes Very Ingenious Race these Kobolds
His suspicions on the ambush are confirmed by the frantic movements and hissing shouts from the Kobold's in the room to "Kill the lights". His natural Gnomish vision was enough to make out the crates and surroundings even in the dim light but as the candles started to wink out he would find himself as helpless as those species without a natural ability to see in low light, as the final candle blew out and the room was plunged into darkness, Grim called on his blood magic and triggered the serpentine essence which was currently dominant, for those who could still see in the darkness, the Gnome vanished from where he was stood.
Working from memory and the brief glance around he had gotten before the lights went out, Grim moved quietly to his right towards the far wall and a pair of crates he thought were there, he needed cover. As he felt his way through the darkness, Grim considered his options, First they would need light if they planned to defend themselves from the ambush, He was blind in the dark, as would be Tarbin and Liana, to the best of his knowledge humans didn't possess the ability to see in the dark and Halfling vision was only as acute as his own. Damien on the other hand was a mystery, Grim knew very little about the Vishkanya in general and even less about their ocular talents.
What did peak his curiosity though was the final sentence from the Kobold Ringleader, the name Kasturr, where had he heard that name before and what was its significance here? where ever it was he had heard the name would have to wait though as he needed to find cover and then make light, sliding his knife from his belt and spinning it in his hand, holding the blade gently. The Hilt would be the ideal target for a magical light and he could throw the knife into a wall or the ceiling to prevent himself being a target.
Before he could do that though, he heard the whispered words of magic from Damien, grinning as he recognised the words even with the unique accent and unusual pronunciation his friend was using to cast the spell, it was one he was intimately familiar with and his grin, although unseen by all in his currently invisible state, grew wider as he heard the Kobold's slurring their words and the sounds of multiple bodies collapsing to the floor.
Shortly after that, their new friend Tarbin showed his own magical abilities and beat Grim to the punch on making light, his hat glowing brightly, and the gnome peeked his head out over the crate to see the Kobold's laying on the floor, snoring lightly. Reappearing Grim reaches for the rope offered by Tarbin.
"Thank you my friend, allow me. I may not be the sailor my family wanted me to be but i did pick up a few things growing up, Knotwork was one of them"
Taking the rope and under the light of Tarbin's magnificent glowing hat, started to restrain the sleeping Kobolds as gently as he could.
Turn Summary Initiative: Initiative 19 Move: Slowly moving from previous location in the darkness, Attempting to find shelter behind one of the crates that was on his right Action: Trigger Bloodline Power - Vanishing Bonus Action: Reaction: Other:Knowledge (local) check on the name Kasturr
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing (6 / 7 rounds) Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
In an instant, the cellar fight was over before it had even begun. Damien smirked, checking his work in the light from Tarbin's spell as Grim moved in to begin tying up the unconscious kobolds.
"Good hustle my friends. Unfortunately they won't be out long Grim, so make sure those knots are niiiice and tight." As Tarbin made his way back toward the ladder, Damien glanced back wistfully. "... think I'll join Tarbin. I'm sure things are as tense up there as they were down here. That, and I don't know how long my neck can take staying in this damn cellar."
Groaning, the vishkanya quickly followed Tarbin back toward the surface.
Prepared Action: If a fight is breaking out back on the surface, at the end of his movement, Damien will begin a Naturalist Bardic Performance: Damien and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against kobolds.
If I had a copper for every time some punk shoved a weapon in my face, Vyeggar ruminated as he looked impassively at the newest threat before him. He wasn't worried; one swipe of his pale green hand and he could lay this little kobold snot low. He had other plans, however.
"Kasturr?
Dice *
Knowledge: Local (Kasturr?):
1d20+5
(12)+5
Total = 17
THAT snitchy little weasel?" Vyeggar sniffed the air around him. He didn't know Kasturr so much as know of him, but sometimes reputation alone was enough to go on. "What do you think, Kara? This little punk got the stink of rat on him? I can't tell from here. Maybe if I get a little closer, hmm? Come on down here, friend, what say we have us a little powwow about what you're doing here?" And before the kobold on the roof could comprehend exactly what was about to happen, Vyeggar had
Dice *
Grappling kobold:
1d20+4
(18)+4
Total = 22
grabbed it by the ankles, yanked it forward down off the roof, and began holding it outstretched and upside down by the ankles.
"Go ahead, ma'am, I think our friend here is in the right position for a conversation now," he said, nodding to the witch.
Standard Action: Kn: Local re: Kasturr (17)
G-G-G-GRAPPLE check vs kobold (22)
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)
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