Liana was pleased, for the most part, with her new companions poise through a wretched condition. (It was, at least, no more stressful than her induction into the Cirque had been.) In particular, Damian was well-spoken and Liana was cautiously hopeful that this random bunch of mercenaries might pull together some tolerable settlement of the day's crisis.
But his half-orc, this vile creature. Every word from his mouth was an offense; everything he did could hardly be calculated but to make matters worse. She watched him with contempt: so big, so muscled, and so weak of mind and decency.
However, as the half-orc dissolved into a useless puddle of self-pity, she paused, scornfully regarding the monster. His innermost thoughts, embarrassingly unfit to babble out of his mouth, nonetheless spilled out. With derision, she thought: it was almost as it he were farting or excreting out his inner soul. Vyeggar Vugmuk, a name not half as ugly as the reality it denoted. Then, reluctantly, very slowly, looking at the unconscious form, she felt a small strand of actual pity.
She quickly looked away.
(Establishing the Traveling Troupe)
Looking ahead over the next ten minutes -- if we get out of a crisis with Tilly; if there are moments when people are not shouting and there is some pause in the rush of events, she will individually make an offer to each member of the company -- excluding of course the unworthy half-orc. She speaks quietly, and one by one to each individual. Her offer is simple: "While we are on further missions together, I may be able to help you better, if you join my Traveling Troupe. It is a gentle, non-intrusive community-of-mind. You can leave any time, and I have no access to your thoughts or feelings, only a general sense of your location and health. I may be able to help you should we again come into combat, or I may be able to help the actions you take better effect. All I ask in return is that you do no unjustified harm or unprovoked offense to dancers, performers, prostitutes, or circus members. These are Family, and sacred to me under Erotes. I suggest you consent, we may need every edge "
Collective (Su)
A zealot learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a zealot can join any number of willing targets into his collective (up to his limit, see below). The zealot must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per zealot level). The collective can contain up to his zealot initiation modifier or half his zealot level (minimum 1), whichever is higher, plus the intensity of his zeal. The zealot is always considered a member of his own collective, and does not count against the maximum number of creatures in the collective. (So she could cover the whole party of 6 in her Collective: 4(cha)+1(zea)+1(herself). But she just won't offer it to Vyeggar Vugmuk until he can show he can treat prostitutes and other valued Family members better than he has done so far.)
The zealot can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A zealot is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy).
A zealot can initiate certain maneuvers through his collective. If a zealot maneuver specifies one or more willing targets (or is harmless) and has a range greater than personal, he can initiate this maneuver on a member of his collective regardless of the range of the actual maneuver. All other non-range restrictions still apply.
So the benefits are potentially:
* Golden Lion: Encouraging Roar - bonuses to hit and damage
* Golden Lion: Pride Movement - occasional bonus Move actions
* Sleeping Goddess: Flash of Insight - ability under some circumstances to get an extra saving throw to shrug off continuing negatives effects on you (disease, poison, magic, etc.)
You should join! - boosting a team is what Zealot's are for.
If he is capable of manifesting powers, casting spells, or initiating maneuvers from a different class (as is the case for a multiclass zealot), any compatible spell, power, or maneuver with a range greater than touch can also be used through the collective. He may manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
None of the above yet.
If a member of the collective dies, the member is removed from the collective and the zealot must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a zealot’s collective range is limitless on the same plane as the zealot.
At 19th level, a zealot’s range reaches even across other planes and dimensions.
Tilly One-Eye Gansog did something that she rarely did. She listened. However, her expression never changed as she did - rage across her face as if she was trying to turn her own head into a clenched fist. She doesn't so much breath as pant, growls hot enough to see steam escaping her gritted teeth. Her only movements were her eyes, darting to each person in turn, one by one, as they told their story of an ambush.
At least until Vyegger speaks.
"And what are you implying?! I'll force-feed your own foot!" Tilly suddenly roared, and she tried to shoulder through Tarbin to get to the half-orc. Before she could even connect, a hand planted on her shoulder.
"I think the vishkanya's right!"
That stopped her, whereas it's unlikely anything else than a steel door would. Slowly, Tilly turned her one eye, which looked like it was about to bulge out of its socket. It settled on Sandraminae and seemed to suck all of the warmth out of the room. There were shuffles to either side from the other workers. For a moment, even the elf looked a little unnerved. But then her back straightened, as if a lieutenant in an regiment reporting to her commander, and the report was, "About paying off the debt. The vishkanya has a point."
Time slowed to a crawl. Then, even more slowly, Tilly moved. One long, hard step. Another long, hard step. Each one echoed through the room, with her boots reverberating through the wooden walls and her keys jingling excitedly. As she passed Sandraminae, her arm suddenly snapped out like a striking cobra. The elf weaved towards Tilly, her long ears listening eagerly to several growled, hushed words.
The two of them exchanged whispers, stepping slowly. As they do, Sandraminae locked eyes with you all in turn. To Damien, with tempered admiration. To Vyegger and Tarbin, several sly glances for each. To Grim, with amusement. Tilly then turned her own head. First she was looking at Liana, hearing some details given to her by Sandraminae. The eye turned to Kara after and the explanation continued. Then, without warning, there was a sudden laugh. It was a singular, loud, semi-amused bark of a laugh that landed in the room as if launched from a catapult. Every worker in the room jolted in fear and surprise. They then parted away while Tilly and Sandraminae carried on their talk. It carried on and on, until they were out of the door, which suddenly slammed shut.
They had left the room in an uneasy quiet. Without their masters to stop them, the casino workers fully peered at each of their potential new colleagues in turn. Every one of you was looked at as if they were seeing criminals lined up on the gallows. Little titterings from the group, gossip and pity.
"What was Tilly thinking? I mean, the two humans look tough, but the gnome? Why'd she give him the chest?"
"Is that halfling the one who talked about Erotes? M-m-maybe he'll look kindly on her?"
"Which one do you think Sandraminae will bang first? The snake or the dead guy? Hey, they're green, don't put it past her!"
They immediately stopped when the door was thrown open once again. Tilly charged over and, without a word, grabbed Grim by the wrist. Her hand was like a shark's jaw with how hard it snapped shut, and with her power she was easily able to lift him up to her eye level. The drawing was still in his grip, and she took a few seconds to quietly commit it to memory. Then, without warning, she dropped him.
"Say thank you to Sandraminae for saving your worthless skins!" Tilly bellowed, making her workers flinch. She gestured vaguely to Sandraminae's direction as the elf stepped back into the room. "You lot live here now! I want you all close, so I can make sure you don't bugger anything else up! You work when Sandraminae tells you to! What she tells you to! And in your off hours, you can go out into the city and get my money!"
Tilly stormed out, only briefly stopping at the door. "I dare all of you to piss me off again! I'll have you on your backs! Whether it's in that bed, or in a shallow bloody grave!" And with that she slammed the door shut. It was hard enough to knock one of the screws loose.
Sandraminae's whole body was tense for a few moments more. Then, in a single gasp, she relaxed. Her blue eyes met all of yours in turn quickly, and her full lips crooked just a little. "I think she likes you - after all, no one's dead." Then she looked back to her sub-ordinates. "Remind me, do you get paid for gossiping? Water, wine, bandages!"
The attendants began to scurry all over you again with slender fingers and wooden cups being held towards your lips.
"Just so you know, though, you owe me, too!" Sandraminae pointed out. She was considerably softer than Tilly, but still her sub-ordinates cowed a little all the same. "And tonight is going to be a very busy shift, so I'll want some help at some point tonight! I don't know what leads you have, so you can either work now or work in a few hours - Tilly's obviously up to something herself so I'm in charge. I'll give you a tour first, though, just to make sure you lot don't go where you shouldn't. What sort of casino games are you good at... unless the cuter ones amongst you really don't mind prostitution."
I'll be putting up the results and such for the Casino Mini-Games in a little bit, should you want to play them.
Last edited by Lentil Sponge; Jun 12th, 2022 at 03:27 AM.
At the entrance and tirade from Tilly, everyone had the sense to wait for their moment and keep their responses civil and even submissive under her justifiable anger, everyone of course except for the Half Orc Vyeggar, who was his usual belligerent self and drew her anger even more. For the briefest fleeting moment Grim had the thought that he should intercede when Tilly tried to stalk over to the half orc but then his more rational side took over and reminded him that being between an Angry Orc and a wounded Half Orc looking to pick a fight was not a good place to be, and despite his bluff earlier with Vyeggar, he was sure Tilly would not be so easily fooled by parlour tricks and he held his place.
Luckily for them all Sandraminae diverted Tilly's wrath deftly and drew her aside to fight their case for them, his hearing acute enough to make out the majority of their words and thankfully he is fluent in both their tongues and can follow along when they mix their use of common with the other languages as their exchange becomes more heated, mostly on the part of Tilly.
Grim can't help smiling as he hears Sandraminae tell Tilly about his use of magic to stop You-Know-who from winning with amusement in her voice, and he wonders who You-Know-Who is, something he will investigate later he thinks before he hears her next words about his skill with illusions. Anyone looking at Grim in this instance would not be able to miss the smile disappearing from his face and the look of pain and embarrassment that flash in his eyes at her words, of course the Elven hostess has no way of knowing but that comment cuts him deeply, his own secret shame being so inferior to other members of his race at what should come naturally to him, and at what comes so supernaturally easily to Nalia.
Turning away from the group, Grim tries to blink the tears forming from his eyes without been seen and is lost in thought when Tilly comes storming back into the room, making her way towards him and catching him unaware as she grips his wrist and pulls him from his feet before he even knows whats going on. His surprised reaction is to Vanish, and that's exactly what he does, or attempts too. his physical form seems to flicker for a moment or two but the crushing grip on his wrist is too painful for him to focus properly and Tilly is far too experienced to let his sudden disappearance shock her and her fingers stay closed on his wrist, not dropping him in surprise like most would. a second later he returns and he realises that despite her angry look she is not trying to hurt him, merely memorise the face on the parchment he had forgotten he was holding. taking several long moments to memorise it before unceremoniously dropping him to the floor
For the second time the sudden brief sensation of falling and an impact with the hard floor "Ahhh! Umphh!! Oww!!
Deciding he has had enough for one day, Grim remains where he is laying on the floor, waving away the attendants as they flit around and try to look after him, becoming uncharacteristically angry by their incessant hovering, snapping at them with unrecognisable words which no one in the room recognises but by the tone clearly not civilised ones.
it is only later when things have settled a little and Liana comes over does he seem to respond, pushing himself into sitting up as the Halfling sits beside him on the floor and speaking in her native tongue quietly makes her offer for Grim to join her "Traveling Troupe", he has seen her moving around the room talking to the others and suspects she has made the offer to the others as well, though she seems to have avoided talking to the Half Orc so far. Considering their interactions so far he isn't surprised but he is intrigued with the idea of this community of minds and gives the exotic young woman a smile, also replying in the Hin Language
"It is a very kind offer Lady Liana, I have heard of such things in my travels though i've never truly known anyone who could accomplish such a feat. Is this perhaps something unique to the Circus of Smoke? does this mean i would be classed as a member of that illustrious group as well..if only for the briefest time? I must admit that would be a wonderful experience to have. My Uncle Hobble would be so jealous of me, he has quite the fascination with the Cirque de la Fumé"
"I would be honoured to take part of course my Lady, and of course the stipulations asked for go without question, whether this melding of minds was on offer or not. I hope you also benefit from this connection the way you say we will, though i do not know what i will be able to bring to the group"
Pushing himself to his feet, with more noise than he is comfortable with as his bruised body protests, Grim stands before offering Liana his hand, both to aid her to her feet and to shake on agreement of her offer. A Handshake from a Grimzinta is more binding than a contract as his family always says.
Looking over to Sandraminae, Grim offers her a soft smile "I think we both know my skill at the games of chance here is just that, random chance more than competence on my part, and while i would consider myself one of the cuter ones, thank you for that Lady Sandraminae, and have no aversion to pleasure of any sort, we also both know that gnomish gentlemen are a very niche market and to repay Mistress Gansog that way would require more years than even your race are blessed with"
"Perhaps i can be of more use finding out whats happening in the casino itself or locating the missing chest? I have ways of observing and overhearing a lot more than people realise and of learning things from unusual sources, given the time i may be able to learn a great deal about this pale lady guard or the hooded figure, perhaps even this Kobold with the Scar from these sources?"
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
The vishkanya was utterly silent in the the of impending judgement. Even with the consistency of their stories, overwhelming evidence of foul play, and a logical plea for mutual benefit, it seemed Tilly's primary concern now was collecting her pound of flesh one way or the other. Not that their response was totally flawless either... and as Vyeggar returned to unconsciousness, Damien was relieved that collateral damage could be kept at a minimal. He stared back at the man for a while, wondering, if they managed to survive this, how long their luck would last with someone so emotionally unstable and volatile counted amongst them.
To his mild surprise, the lovely Sandraminae came to the group's defense... and as her bold words reached Tilly in a way none of theirs had any hope of, Damien found himself slowly relaxing. They weren't out of the woods, but... it was a start. Regardless, Damien kept composure long enough for the pair of women to exit. Largely ignoring the muttering of the attendants around them, the vishkanya turned his attention back to the others.
"Alright, the plan from here. Assuming of course that we just got scooped out of the fire... we need to talk as a group and go over EVERYTHING that happened. Any little detail about what went down could be a clue. Something we can use to identify the stupid bastards who did this... and if anybody knows more than they're saying, it's getting sussed out now. I assume nobody has a problem with that." Damien waited a beat before continuing. "Second priority... us. We're all in this together for now, and if you watch my back, I'll watch yours. We work as a team, we get the job done... and we don't do or say anything STUPID to get ourselves in deeper with Tilly along the way. Agreed?" Damien's eyes flicked over to the unconscious half-orc again. He could only hope if Vyeggar decided to run his mouth to Tilly again, she'd have the presence of mind to deal with him individually... or at least give them the chance to.
There wasn't time for Damien to say much else as Tilly and Sandraminae returned. Sure enough, as Tilly continued to rage at them, her words conveyed their future situation... and in doing so, confirmed they'd at least live to see tomorrow as "free" people. Now all they had to do was track down the culprits in an entire city of scum and villainy, and then take the chest back from a group powerful and connected enough to orchestrate a mass ambush and criminal acquisition of hot merchandise by the town guard in broad daylight. Easy day.
Once Tilly was gone, Sandraminae expounded a bit on their situation. As she spoke Damien, watched the elf with curiosity, wondering what her motivation for helping them had been. Genuine recognition of his common sense? Maybe... but there was more to it than that. The vishkanya wasn't sure if there really might be anything to the looks she had given him during the proceedings, but if he had a reliable and connected ally like Sandraminae in his corner, he wasn't in much of a position to over-concern himself with the why. When she had finished speaking, Damien approached the elf, cocking his head slightly.
"We really DO owe you... thanks of course, but a bit more than that. I guess the question is... what you want with us? Other than the benefit of extra labor of course. An intelligent woman in your position isn't simply trying to fill staff on a schedule after all." His tone carried slight suspicion, but Damien certainly wasn't being unpleasant; simply curious. Unfortunately, life had taught the man that true generosity was rare, and most didn't help others without reaping some kind of benefit from it.
When the opportunity arose, Liana spoke to the group of joining her troupe. At face value it sounded a bit much for Damien, but knowing the benefits that lay behind it and given what they had to face going forward, it was undoubtably a smart move.
"I can't say I'd agree for just anyone, but... from what I've seen of you so far Liana, you handle yourself effectively and intelligently. I'll give this troupe of yours a chance... and thank you." Smiling at the halfling, he extended a hand to shake before looking to Grim. "And you my friend... looks like we'll be in this together. Of all the people up in that casino that I could have ended up in this mess with, I'm slightly more comforted that you stand amongst us. There's an unfortunate shortage of people in this city with a good head on their shoulders... at least where they're needed."
When it comes to the chest being stolen, Damien's definitely out for blood... but he's also fine with putting in a night's work at the casino as a favor to Sandraminae and to cool Tilly's blood a bit. His goal was to work for her and... one way or another, he is. In the interim though, he definitely wants to compare notes with the others and get a full picture of what took place with as much collective detail as possible to begin forming a plan of where to start looking for the thieves.
Aside from Vyeggar passing out from his injuries, he lasting the longest in the fight due to tenacious heritage, the attempts to talk someone down seemed to have an effect. Not that Kara herself was responsible. Tilly is showing herself to be a poor first client, especially so in the thoughts and forgiveness category. Kara had no prior prejudice against orcs, but the likes of Tilly and her bodyguards was building up a decent case.
To their rescue, the elven aid of Tilly's, one that Kara had hardly been introduced to. Save for the gnome calling her Lady Sandraminae. It appears a debt is owed to her. At the very least, for saving Kara from being fated to lie with people for coin. Every word of the conversation between Tilly and Sandraminae was picked up by Kara's ears. It was...greatly disappointing to hear that at the end of it all, her defense was merely that she would permanently emasculate any man that tried to point his thing in her direction. She doesn't mind the sentiment, but does she truly have that rough of an impression? Kara's thoughts drift to Hoya from earlier, whether or not they were being seen as the same thing. Truly, that catfolk needed someone to aid her. Such was the content of Kara's silent prayer.
The other occupants of the room, the unwounded ones, the casino workers. Their words caused Kara's ears to prickle and she resorted to exercising her neck by stretching it, simply to clear the awkward whispers in the air from her head. The snake-man that the servants talked about in such crude terms spoke up, and Kara could easily pay attention to his words as they were not simply filled with nonsense. She opens her mouth to speak in some agreement or possibly to explain what she had seen, as Damien requested, but Tilly had returned.
When Tilly had, Kara's eyes opened wide seeing the orc charge immediately toward Grim. Kara hopped to her feet and was at the ready to come to his defense. Though she hadn't even uttered a word of incantation before Tilly dropped the gnome. The tension in the air, however, did not drop immediately. It barely dropped to a simmer by Tilly leaving the room. Kara dropped her stance, rubbing the back of her neck, "Can hardly pay you or get the chest back when dead." She responded to the now absent Tilly.
Kara looks toward Sandraminae after she speaks, "You mean, nobody is entirely dead." She looks at both Paul's body and Vyeggar both. Her command was entirely unnecessary to aid Kara. She gives either servant that approaches her a grave look in the eye. She snatches from one of their hands a cup for water. She says, before taking a drink, "I'm not an invalid."
Kara nearly coughs up a mouthful of water as Sandraminae openly mentions prostitution as one of the "possible" jobs. She quickly volunteers, "I already fought in your arena, but I can cook and clean." Damien, thankfully, already asked a question on her own mind. As had Grim. Kara certainly remembers the people in question to a decent extent, though the person in a hood definitely would be trouble to find, it is difficult to imagine that a gangster out here had much more of importance than some exotic good in the chest. Who knew about it's transport plans to make so thorough of an ambush?
A question not asked, however, was more important, considering the gentle passing of air that could be felt on her flesh, "Am I good to get dressed in my attire? Or do we have-" She looks to the servants around that were all too touchy with treating wounds, "Uniforms?"
Later, in the casino proper, Liana broached the subject about her mental network to Kara. This caused her crimson brow to slightly furrow in some confusion. So she voiced her concerns as a question, "Is this how your magic works? Some kind of mental bond?" She lets out a sigh at any affirmation, resting her hands on her hips as she looks downward, pondering for a moment. She raises her gaze so that she is still looking down at Liana properly, "Your terms are acceptable, as long as you speak true. I have no qualms against bodily performers. I suppose this, if nothing else satisfies Tilly's requirement of us being close." She then crosses her arms, "What do I need to do to get it to work?"
Events were transpiring around the wounded orc, discussions and secret treaties which he might never know about. It didn’t matter. On the half-orc slept, his wounded mind insensate to the world around him. Someone, perhaps Kara, perhaps Sandramine, or simply one of the nameless, faceless, gutless lackeys who scurried about like rats in a cargo hold – someone had drawn the blinds, blown out the candles, left a pitcher of cool water on the nightstand, and had even had the decency to post someone outside to keep others from entering. The cool grey quiet did wonders for Vyeggar’s concussed head. When he awoke with a snort some time later, it was to the comforting gloom of an unfamiliar room. Something was obstructing his vision, something soft wrapped around his face. He reached up curiously to brush against whatever the object was and had to stifle a gasp as his fingers brushed against the raw flesh of his cheek. Gods that stung! His memory was hazy, recalling only bits and pieces of the last few days. His fingers brushed against the bandages again. The gauze was stiff with dried blood and some sort of analgesic ointment that had been rubbed on his wounds. Who had done that? Vyeggar sat up in bed and winced. His back was stiff, and his neck felt like it was full of ground glass. But he was alive – bent, yes, but not broken. Whoever had done this had underestimated him, something that many had done, to their eventual regret.
His hand found the end of the bandage and began to gingerly pull at the gauze wrapping which smelled of iron and aloe. He peeled slowly, hissing breath at each catch on flesh the bandage made. The electric agony of new scabs being pulled had fully awakened him, and despite his efforts to go slowly there was no let-up in the pain. With an impatient grunt he took a deep breath and yanked the rest of the stuck-on bandage from his forehead. The ensuing scream of pain and fury brought the attendant sitting in the hall running in to the room.
”Everything alright? I heard a-“ the nameless figure began, before blanching at the sight of Vyeggar’s bare, bruised, bloody face. ”Oh gods,” he continued weakly. The figure took a step back from the wounded half-orc looming in the darkness. Lit by the dim hallway lights, Vyeggar’s face was a malevolent mask one might wear for the all-hallows eve celebration. His glowing golden-brown eyes blazed in pain and rage. A flap of torn flesh hung limply from his forehead, with drops of blood the size of copper pieces splattering on the floor. His cheeks and forehead were lumpen with swollen bruises, violent hues of violet on a canvas of pale green. His normally perfect wiry black hair was matted down with sweat and blood and lotion into abstract tufts. Coming out of the darkness like he did with his gritted teeth, looming eyes and that pulverized face, the nameless attendant backed away as though seeing a tiger emerging from the underbrush. His feet tangled together and he fell backwards onto the floor.
”What’s the matter?” Vyeggar boomed hoarsely. ”Something funny with my face?”
The nameless figure scooted backward along the floor on his ass like some ridiculous crab walk. His back contacted with the door jamb and he gave an instinctual little scream before scrambling to his feet and bolting from the room. ”T-TILLY! TILLY, HE’S AWAKE!” his voice hollered down the hallway.
Vyeggar watched him go with a flat expression on his ruined face. He knew it must be bad. Normally they didn’t run like that until after he’d hurt them. His eyes scanned the room, curious to see if there was a mirror. There was, and his eyes only needed a glimpse. A glimpse was plenty. He lashed out with his fist once, twice, a third time, until the mirror was but bits of glass on the floor. His fist dripped small beads of blood to match the larger drops from his torn open face. He was in the present now. He knew where he was, somewhere in the back of the casino, or perhaps an outbuilding adjacent to it. The mosaic shards of his memory were coming back, and though he could not remember the details of the day, he knew he was in trouble. Those damned useless bodyguards. The crew they put me with. And those traitorous city guard. His fists clenched in rage. The chest had been taken in the ambush he presumed, to what purpose he could not have guessed. If the contents were what had mattered, and they were of enough value to require an outside guard force, then could it have not simply been transported in a plain wood box? The chest was an overly elaborate boondoggle that just screamed “STEAL ME!” from the outset. Vyeggar had not seen all that his companions had seen, but he’d observed enough to know that the events that had led to the capture were beyond coincidence. This was coordinated. I aim to find out who was pulling the strings.
Vyeggar found his clothing folded on a bench and saw that it was just as rough looking as he himself. From collar to navel, his white silk shirt was stained brown with his blood. His black slacks were ripped at the knees and covered with road filth. His leather boots were scuffed and dusty. His comb looked like it had fallen in the mud at one point. What did it matter? He’d been an ugly soul on the inside for years; now his exterior matched as well. I have gone full monstrosity, he concluded.
No, they already think you’re a monster. Now you’re just reaffirming what they already thought.
Well, if that’s true… He grinned, the grin turned into a chuckle, the chuckle into a full belly laugh, and by the end of it he was howling.
Vyeggar dressed in the ruined remains of his once fashionable clothing. He debated finding some more bandages for the ruined pulp of his face, then shook his head. Nah, this? I’ll wear it out just like it is. After all, this is the new me, right? The monster that everyone already thinks I am? The boogeyman parents tell their kids about to keep them in line. The Bad Man. Yes. Every story has a bad man, the one people point to as he walks down the street. “Keep away from him, he’s a Bad Man.”
”But at least I know what I am. At least I don’t have to live a lie like the rest of these punks.” he muttered to no one but the sconces in the wall. The grin was a grimace now. Well, time to go meet my adoring fans, he thought resignedly, and with a push on the two double doors which separated the back of the house from the casino floor, Vyeggar stepped forward into the room, into whatever the rest of his new life held.
(OOC: I don’t really feel like roleplaying out the scene but that night Vyeggar will do the wrestling job.
Standard Action: rp only. Will do the wrestling job for coin.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
After saying his piece Tarbin was content to let the others speak, he was no silver tongued poet or weaver of words and he knew it. He was a simple man who let his actions or his fists do the talking and unfortunately due to the sheer amount of bodies that had been thrown at him his fists had already failed him. He did however take particular note of the other individuals besides the kobold that his companions mentioned. Tarbin as was becoming a pattern had once again been wronged though this time he was determined there would be a reckoning. Clenching his jaw in determination the large man focused on the image of the kobold and the guards that had attacked them commiting their faces to memory. He would not forget!
When Vyeggar awoke Tarbin had to admit he agreed with the Half-Orcs sentiment the body guards had been worse than useless as they had abandoned their posts and endangered everyone else though even Tarbin knew that the way that Vyeggar had delivered his feeling was unlikely to improve the situation that they were in.
What had surprised Tarbin the most however was the way that Vyeggar suddenly and completely broke down. An intense wave of pity suddenly rushed through the large man as he looked at the pathetic sight of the half-orc and he couldn't help but hear his words. 'Perhaps I have misjudged him... he is broken... incredibly so... he is broken and needs to be reforged..." Tarbin thought to himself as a brief look of pity quickly transformed to one of determination.
Tilly was then suddenly charging straight towards him and Tarbin's instincts kicked in, without even thinking about it the large man adjusted his footing firming up his stance as he brought his arms up to better protect his torso. His muscles then clenched transforming his body in to a wall of muscle making the multitude of scars scattered across his body even more prominent. 'She's strong but reckless... my best chance is to use her strength against her...' Tarbin silently thought to himself as he assessed the charging orc sizing her up as a possible opponent. Fortunately the juggernaut of an orc never reached him and was stopped by the lightest touch of the elf who seemed to be her opposite in every single way.
With the mad charge stopped Tarbin relaxed slightly but not completely though he did his best to not make it appear as though he were expecting to block a blow at any moment. It was not until Tilly and Sandraminae left the room did the large man let out a long breath of relief before glancing around at the other guardians of the box.
Tarbin then frowned when left to their own devices the other workers began to titter amongst themselves. "Now I do beg your pardon but my ma always taught me that it was rude to gossip..." Tarbin announced to the room with a frown. "Now I respect the fact that your not doing it behind our backs but we can hear you you know..." Tarbin added before reaching up to adjust his hat only to realise that it was not currently perched upon his head.
Tilly's sudden return caught Tarbin by surprise otherwise he would have likely placed himself between the gnome and the charging orc though fortunately Grim was released almost as swiftly as he had been grabbed. Though the action did make Tarbin frown once again.
"A free room... as punishments go it's not the worst..." Tarbin commented with a shrug of his shoulders after Tilly left the room.
As the attendants attempted to return Tarbin shook his head. "Thankyou but I will take it from here..." Tarbin declared as he fended them off once again. Tarbin then strode straight towards where he had spotted his pack and his equipment. Rummaging through the pile Tarbin retrieved a small carved wooden figure of a woman carrying a spear. Tarbin then returned to the center of the room and without a word he crouched down and bowed his head while holding the figure between his large hands. "By Otoma's Strength may your wounds trouble you no more so that you may fight another day..." Tarbin declared in a voice barely above a whisper. A wave of energy then seems to waft outwards from Tarbin reinvigorating those around him and helping the smaller cuts, scratches and bruises on their bodies to slowly fade away.
Feeling stronger Tarbin then climbed back to his feet and rather than allowing himself to be tended to he reached out and took one of the cups of water with a grateful nod before slowly sipping from it.
"You can put me in the ring if you must, I am used to fighting for the enjoyment of others..." Tarbin eventually responded to Sandraminae with a slight shrug of his shoulders.
As the survivors of the box fiasco began to gather together and start the beginnings of a plan Tarbin huddled up with the rest. "I'm not as smart as the rest of you..." Tarbin readily admitted. "But if you can track down the kobold or the hooded figure or hell even one of the guards that ambushed us I'll go in and grab them for you..." Tarbin offered.
"Now this is just me thinking but shouldn't we put a watch on the guard... if they were truly involved they are our biggest lead are they not? At the very least we should be able to work out if they truly were the ones that ambushed us or not..." The large man suggested. "Though if they were the guard howcome we didn't end up getting thrown in to a cell?" Tarbin then questioned.
At Liana's suggestion Tarbin frowned slightly. "How does it work?" Tarbin questioned. "Do I just not fight you if I sense you probing at the edges of my mind? Will it allow me to sense the location and the wellbeing of others aswell?" the large man asked.
"I don't do unjustified harm or unprovoked offense to anyone..." Tarbin responded. "Unless they have wronged me or those I care about first that it is..." Tarbin added as he crossed his arms infront of his chest.
Dice Channel energy - healing all within 30ft:
1d6
6
Last edited by Alatere; Jun 13th, 2022 at 06:04 AM.
Liana watched the volatile powerful mad-woman carefully. She admired strength in a leader, but pure fear-based leadership, could that win over inspiring people? Fearmongering crosses easily over into some more destructive actions.
Sandraminae, though, that was a woman to admire. Thoughtfulness and control, balance. Hmm... wasn't Sandraminae here even longer than Tilly?
(Later)
Grim asks questions about her collective. She explains, "My Traveling Troupe is really my own personal knack. It is a psychic bond I can develop work with others, and I can help bring out the best in them, at various times. It is not really anything specifically to do with the Cirque, though as a member I've helped many others with their performances -- in acrobatics, in dance, sometimes in striking deals with marks ... uh ... customers. As for the Cirque -- well, the performances are spectacular. What more can be said?"
She added Grim, and Damien Buranta to the Collective.
Kara seemed cautious and willing to consider joining, as along as the matter was explained with some care. "It is a weak telepathic bond, an innate ability fueled by my faith in Erotes. I can't speak through the bond, not yet. And you can leave it whenever you wish. If you wish to try a few dance moves, or combat katas or sparring, I will show you how much I can give an edge through the Traveling Troupe. Try it, you'll like it! I promise. And if you like it now, you're going to love it later."
In combat:
With a swift martial maneuver expenditure, Roaring Lion will give you a +2 morale bonus to hit and damage for 3 rounds; being in the Traveling Troupe extends the range to 110'.
With a Move Aid another in combat it is a typeless bonus to hit or AC. The math is:
Halfling Helpful trait makes Aid Another +4.
Fools for Friends trait boosts that +1 to +5
Battlefield Disciple trait boosts that +1 to +6
Zeal (class ability) boosts that +1 to +7. (collective members only)
So: at +9 to hit, +2 damage - a martial type will still be able to pile on Power Attack or Deadly Aim or flurry penalties: you'll still hit, and hard.
She can dole out Aid Another to herself, or people in the collective via psionic influence -- once per round. If someone is not in the collective -- she can still Aid Another but is limited to her natural range of influence and the Zeal bonus is left.
Out of combat, it's skill bonuses she has to offer: +5 right now. Mostly Diplomacy, Bluff, and untrained skills at about a 50% chance of success -- but if work with her and feel the love, life will be so much better.
To Tarbin she said "You will feel an awareness of a connection with me, but it gives no sense of the others. You will simply feel inspiration from time to time, as I realize opportunities for you to be more effective, either at achieving things you are trying, or resisting things that may harm you. It won't cause you to hurt anyone else, unless, well, you are already trying to hurt them. And then, isn't help with that a good thing?
Come on, don't be a sourpuss. I'll help you. It's natural to be shy, the first time. But I think you'll come to appreciate how I can share the blessings of Erotes."
The flow of Tarbin's healing energy was soothing, and she appreciated it as bumps or bruises disappeared.
When it came to working the floor, she served as a burlesque performer. She found that the odds seem stacked against that role ... the audience was tough. Some of the other functions might be better money-makers. She also offered her inspiration to at least one other person woking the floor in one of their duties. If she could show her support, she hoped both to build trust in the Traveling Troupe, and maybe earn some kickbacks.
Collective: Grim, Kara, Damien Buranta
Collective (Su)
A zealot learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a zealot can join any number of willing targets into his collective (up to his limit, see below). The zealot must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per zealot level). The collective can contain up to his zealot initiation modifier or half his zealot level (minimum 1), whichever is higher, plus the intensity of his zeal. The zealot is always considered a member of his own collective, and does not count against the maximum number of creatures in the collective. (So she could cover the whole party of 6 in her Collective: 4(cha)+1(zea)+1(herself). But she just won't offer it to Vyeggar Vugmuk until he can show he can treat prostitutes and other valued Family members better than he has done so far.)
The zealot can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until the member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A zealot is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy).
A zealot can initiate certain maneuvers through his collective. If a zealot maneuver specifies one or more willing targets (or is harmless) and has a range greater than personal, he can initiate this maneuver on a member of his collective regardless of the range of the actual maneuver. All other non-range restrictions still apply.
So the benefits are potentially:
* Golden Lion: Encouraging Roar - bonuses to hit and damage
* Golden Lion: Pride Movement - occasional bonus Move actions
* Sleeping Goddess: Flash of Insight - ability under some circumstances to get an extra saving throw to shrug off continuing negatives effects on you (disease, poison, magic, etc.)
You should join! - boosting a team is what Zealots are for.
If he is capable of manifesting powers, casting spells, or initiating maneuvers from a different class (as is the case for a multiclass zealot), any compatible spell, power, or maneuver with a range greater than touch can also be used through the collective. He may manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
None of the above yet.
If a member of the collective dies, the member is removed from the collective and the zealot must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member or be sickened for an equal number of rounds.
At 15th level, a zealot’s collective range is limitless on the same plane as the zealot.
At 19th level, a zealot’s range reaches even across other planes and dimensions.