It was difficult to put into words what Damien was feeling tonight... but it had started at the dress shop... and it had remained with him since. Growing. Plaguing his mind with feelings of insecurity. He'd come to this city as a young child... he was as much a part of it as anyone here... and yet his memories of a past riddled with weaknesses and vulnerabilities left him feeling like a pretender. He could take on a new name and reinvent himself here on the west side of the river, but if all it took to bring the past knocking was Tilly's unexplained, damnable magic, then how far behind him was it really?
But there was more than that... even if Tilly didn't pull it all out of Damien, there was a terrible feeling welling up in the back of the vishkanya's mind that someone else would... the old half-orc in the wheelchair. He had some sort of unexplained connection with Tilly... not unlike an old half-orc Damien had run into in his youth. That day had forever changed things, and no matter what he did, he couldn't erase the terror of the experience from his mind. He'd never understood why he'd been allowed to live... or why he'd been directed to the Mermaid. If they continued down this path they were on though, it was entirely possible he'd find out. Gojzot Kry... a filthy nickname, but perhaps behind the name was the same man he'd met once before, and as much as Damien told himself the chances were slim to none, it stuck in his brain like a nettle. It made him frustrated... scared... tired.
And for one night, he didn't want to think about being smart or suave. He wanted to be like all the grinning fools out there gambling at the tables, imbibing all manner of substance, drinking and playing and fighting and f*cking themselves numb as their problems faded to a buzz in the backdrop.
The stage was calling that evening, and after swinging by the bar to grab a shot of whiskey from Urin, Damien took to it with enthusiasm. His social commentary was a hit with some groups, drawing a fair amount of mixed applause and laughter as he shifted from observational humor to a satirical performance that had people gasping. Before long, drinks were being sent up to him, and Damien was happy to accept as he moved on to a slightly sloppy, but jovial violin performance. Part of him had expected others to join in; Trista, or perhaps even Liana, but the stage remained his as the minutes stretched on and the room got more enthusiastic. By the time he'd begun the sultry removal of his suit, Damien had a decent buzz of his own going, and his slightly clumsy attempts at incorporating some feats of dexterity into the mix seemed appreciated for their comedic value rather than detracting from the enjoyment of his audience. Mostly though, people just seemed to like what they saw... and it felt good. As much as Damien usually tried to keep himself composed and out of the way of controversy, deep down, he enjoyed being visible. It was... important to him. Perhaps in his rush to separate himself from his past weaknesses, he'd simply replaced them with a new one; vanity.
Damien had scarcely left the stage before Tilly was demanding he follow her, alongside three of the others. Part of him genuinely thought there might be some kind of interrogation waiting for them; Tilly wasn't normally one to demand clothes stay OFF, so he could only imagine what kind of approach she had in mind to get out whatever truth she was looking for... though as the four entered the bedroom, the reality became much clearer.
There was no denying Rennux's beauty. Between that, her money, and her familial connections, it was unlikely she was ever used to not getting what she wanted. Damien was already familiar with the name Harkanor, as anyone who spent enough time in this city likely was, but he didn't know much beyond the rumors. Still, he had to admit that Liana's warnings made him feel more intrigued than cautious. He wasn't foolish enough to think this heiress could be trusted with secrets of actual substance, but... she seemed as intrigued in them as he was. Perhaps with the right... convincing... Rennux Harkanor could be convinced to give a little of what she was getting, and what information or connections she could potentially GIVE might be incredibly useful, particularly under the only circumstances Damien was positive that Tilly would or could not be listening in.
For the first time all night, a small flash of possibility beyond the pursuit of jubilant oblivion flashed in Damien's mind. He listened to Liana and Kara give their impassioned pleas to be chosen. Predictably, Vyeggar spoke with his heart as well, washing his rugged hands of the entire situation before half-heartedly offering Damien up for service instead. It was the second time he'd made that suggestion today, but this time Damien was actually considering the benefits.
"Well then..." Damien watched Vyeggar leave, shrugging before turning to Rennux, the enigmatic charm in his smile turned up to 11. "I'll be honest, I haven't lain with anyone under this roof since my arrival. It's an area of talent to be sure, but certainly not my purpose for being at the Mermaid. However, you've caught me on an... unusual night." Where Liana stood poised and Kara stood passionately, Damien presented himself decidedly more casually, his body relaxed as he leaned against the frame of the door, arms crossed over his bare chest. After all, his garb was already a match for her own in terms of modesty; there was no reason to try to hide what he offered. "My name is Damien Buranta... and my beginnings are humble, but I am not. If bold tales of our struggles are what you seek, you've already seen my talent at spoken word; if learning of my life before all this is your goal, you'd certainly be the first to succeed in drawing my secrets from me... but nothing's impossible." He gave her a wink. "Regardless, I can assure you that, if you're looking for good conversation and all that would follow it, you'll find that the talents of a serpent's tongue go far beyond rumor."
Damien fell silent, leaving it at that. Perhaps she would pick him... perhaps she'd pick him and one of the others. Or maybe he would be rejected and left to depart in nothing but his loincloth. If so, at least his pride wouldn't be hurt. Given the two women standing next to him, he could understand.
Sandraminae stiffened suddenly, as if Karuz had bitten at her. There was a swirl of emotions across her face. Karuz could feel the hands on her back tighten into fists. But then they flattened, and they slid around Karuz very carefully. Very slowly. And then Sandraminae leaned against the feral orc and hummed to her lowly and sadly. "Just... sit still, please," she said. That was all of the explanation.
After a minute or so, she suddenly stood up and left, without even emptying the bath.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
11:02pm
Cloudy
Shift Number
2
Last Shift
Kara is playing: Gurna Nmesh, earns 91 gp
Liana is playing: Menial Tasks, earns 3 gp
Vyegger is playing: Menial Tasks (please choose the rest of your tasks)
Karuz will be making money a different way...
Damien is playing: Burlesque, earns 200 gp
Tarbin is playing: ...
Rennux listened attentively to each individual pitch that was given. There was no interruption, nor judgement, but only admiration and consideration... until Vyeggar coldly dismissed her. Her face twisted with a graceless offence. Insulted. Rejected. Sandraminae, however, remained calm, mouthing to Vyeggar "I'll join you in a minute," and silently dismissing him. She smiled to Rennux. "He struggles with authority, and your reputation precedes you, Miss Harkanor. He probably feels like this is the best way for him to rebel. If I had told him he was mine and mine alone, you'd have him grovelling at your feet."
"I-!" Rennux tried to protest, before she truly mulled over the words. It took some consideration, but the anger turned to a devious smile, and then a sympathetic one. "I suppose I cannot blame him. Still, it is sad that he misses out so thoroughly. I only wonder who had hurt him." Her gaze then shifted to Liana, and Kara, and Damien, in turn. "And who hurt the three of you. As delicious as your bodies are, and as generously as you offer them, you each in turn seem so needy of companionship. My greatest regret tonight is that I cannot tend to all of you, and heal all of your wounds. You've impressed me a lot."
"A decision, then?"
Rennux thought about this, not answering straight away. She stood up, breathing deeply as she did, which only emphasised how little her negligee covered her top. Her shoulders and chest rolled with the intake of air, which seemed like a move designed only to fluster Kara, and move the cool, calculated Damien. As if she could smell the poor woman's inexperience with the intimate. As if she could sense the vishkanya's frustration and desperation. It made her giggle.
Rennux's eyes settled on Liana, and she gave a soft... slightly regretful smile.
"You made a wonderful proposition," the noblewoman sighed, standing up and walking towards Liana. She took the halfling's hands in her own, soft and gentle. "You are a stunning beauty, and I have no doubts of your service. And the way you protected your fellow workers, those girls below... it was as cute as it was scary. And that's why I can't take you." She patted the back of Liana's hands carefully. "I could not deprive the Casino of you. So protective, so powerful, so fiery. I have laid with the Silken Sheet before, and they are wonderful. But I am familiar with them. Protect the others. Leave these two in my care."
Sandraminae cocked an eyebrow. "These two?"
Rennux nodded firmly. "These!" She suddenly took Kara's hand, and pulled her into a soft kiss. Tender. Caring. Loving. Then she looked to Damien. "Two!" She took his hand and pulled him off of the wall, into a very different kiss. This one was rough, her tongue seeking his out and hungrily snatching it, while she enjoyed his rugged, manlier taste.
Sandraminae's smile didn't change. "I do not blame you," she cooed, suddenly squeezing herself between both Kara and Damien. She slapped Kara on the lower back, which looked and sounded exactly like a spank on the rump. "This one is someone who one of my staff can vouch for personally. She is keen and beautiful, and very dedicated to female pleasure," she explained. But as she did, she drew a message on Kara's back with her fingernail.
"BE CAREFUL"
The moment she was done, she wheeled towards Damien, putting her hand low on his back and her other on his shoulder. While the same message was drawn, she distracted Rennux by pinching Damien's cheek. "And this one... well, you can see how handsome he is, and the uniform doesn't hide much either. He was giving me a few looks earlier tonight... oh, before you showed up, of course... so I think you'll find in him a very frisky and needy mood. Yes, Damien, I noticed that look you gave me earlier. Another night, if you're a good boy for me and a bad boy for Rennux." The elf then looked back to Rennux. "May I speak to them in private first?"
There again was the change in mood. "Why?!" she snapped. "They know what they're here for! They're here to sing their songs to me, and make me sing! Or are you worried about something else?!"
Sandraminae looked a little awkward. A little disappointed. But then she bowed her head. "I... I understand... I only wanted to make sure they knew what they were doing. This is their first time performing this particular duty under my watch. Will you be having them for the whole night?"
Rennux seemed satisfied with that answer.
"... no. I will leave during the dead of night, my horse is already prepared. Forgive my outburst, but I am..." She fluttered her eyelashes, with the look of a starved child about her. "... in need of service."
Sandraminae just laughed. "There is nothing to forgive. I understand entirely. Liana and I will leave you alone." She gave one last look to Kara and Damien, while setting her hands firmly onto Liana's shoulders. "Stamp the floor three times, if you are asked to do something you are not comfortable with. I have excellent hearing, and Tilly knows to protect her staff."
With that, Sandraminae frog-marched Liana out of the room.
The moment Vyeggar started his rant, Sandraminae's face changed. Severe. She walked away from him, but gestured for him to follow, not exactly stopping him from speaking. It was just to get him to a quieter, less observable space. The moment they were there, she listened to him with a hard expression. At first, it was a smirk and a smile. But then... her face fell. "An old orc in a wheelchair." She frowned. "Having shared dreams about some wax girl in the basement." She took a sharp breath. "What the hell she was doing with my mind before." She smiled again, but it was bitter and sad.
"I'm glad you refused to sleep with her - you're a lot smarter than you look, but you have absolutely no poker face," she chuckled, before nodding in the vague direction of the bedroom. "Of course she's trying to get some information out of us. I have personal experience with her. She's not the kind of person who you can say no to. You navigate your way around her - give her what she thinks she wants, and hold everything that she could use against you close to the chest. Some people have that skill, some don't. You, for example, wear your wounds on your sleeve. For example, right now, I now know you're looking for Valdik, you're having weird dreams about wax girls, and that Tilly has a way into your head. I could use any one of those against you if I wanted to."
She leaned back against the nearest wall, arms folding, deep in thought. "As a mastermind behind the Chest robbery, Gojzot Kry makes a lot of sense. He's not related to her by blood, but they go way back. Before she ran the casino. Off-and-on friends to enemies to friends again. If you guys manage to find him, please don't go after him alone - on his own, he's no threat to you, but he has a way of getting people to do whatever he tells them to. He'll have friends. Luckily, he can't resist girls, so the Bucket Brigade might actually have a way of getting him alone. I just wish I could tell you where he is, though I doubt he's left the city. The only people who'd buy that thing are still here. Did the people you attacked have any leads on him? Where he went, how they met him, where he could have gone?"
After his answer, Sandraminae looked away, distracted by something. "I need to go. One last thing..." Without warning, she suddenly took his hands softly, holding Vyeggar close. Her hands were as tender as pillows. "This city's full of magic artefacts, gizmos, weird cults, experiments at the university... shared dreams happen all of the time, they're not worth thinking about..." Then she looked directly at Vyeggar, and he saw in her eyes a very chilling severity. "Don't talk about them."
She was walking away before Vyeggar had a chance to reply to that.
No sooner had Karuz's tusks sunk into the rat, tasting it, feeling for it, that Tilly suddenly emerged from her office. The cyclopian crime queen looked all around the casino, darting about, until she settled on Karuz. There was a gesture for her to come in. Tilly kept the door open until Karuz was in the grim, skull-adorned office. It smelled of bone and peter and that eerie chalky lifelessness of bone so old that the marrow had faded.
"You have big jobs tomorrow. With your new friends - the ugly one, the snakey one, the short one with big boobs and the tall one with big boobs. Gottit?" Tilly impatiently snapped, marching with agitation around her desk. She had barely waited for her answer - her version of patiently seeing if Karuz understood her was always just to shout that little bit clearer than usual. "Job one - smelly buckets. They take them to a place. You go with them. They leave the buckets, then they leave. Quickly!" She leaned over the wooden desk, looking at Karuz dead in the eye. "There's a crazy woman. You won't recognise her smell. Likes to talk. If they talk to her, scream a lot. Stop them."
Then she set out a set of drawings. A gnomish looking man with a mischevious glint in his eye, and four women. "They're going to a house. This guy's. He has..." Tilly gave Karuz a weird look, and "Why am I explaining mind control to you? You don't have a brain." Then, immediately, she began jabbing the picture of the man. "Don't kill him. Hurt him! Hurt him lots!" Jab jab jab onto two of the women. "Don't hurt at all. Drag them back here." Finally, she gestured to the other two women dismissively. "Do whatever with them two."
"Last job - you'll probably be followed." She sat down, cracking her knuckles idly. "If it's a kobold, kill! Him! On! Sight! None of your friends talk to him. Understand?" She seemed ready to hit Karuz if she didn't respond positively... or even if she did. Just to remind the feral half-orc as to who the alpha was.
When Sandraminae closed the door, it sounded almost like a musket round. Rennux's giggle like the fizzle of sparking gunpowder in the air. Her curling lips like the fuses of cannons running down.
"So here I am," Rennux sighed huskily, walking to the bed. She made sure to sway her hips as she did, showing off her powerful frame. "Your friend... she is strong-willed. Too necessary for the others in the casino. But you two are ... interesting. One so sweet, yet so shy. One so spicy, yet so distant." She didn't look to either Kara or Damien, though more to show her near-naked back. And then... "... Damien, there is mead, and there should be enough cups. Please, pour us some. Kara, sit with me."
She waited patiently for the red-faced red-head to join her. Once she did, she was immediately brushing Kara's hair tenderly. Almost in the manner of an older sister tending to the wounds of her beloved. "Darling, you are very smitten. You broke my unbeaten record, and did so with aplomb. And yet you go so red-faced, at every pretty girl you see." Her words were teasing, but her expression was sincere and kind. "You are so strong, and so gentle. You mentioned a gang? Please, share the burden of your story."
Rennux was, for all of her seeming arrogance, a very gentle listener. She carressed Kara's hair but made no other attempt to interfere with the story. She saved her questions, and for the sadder parts of the story she pulled Kara against her bosom, to soothe, to comfort. She was the picture of sympathy. The shoulder to cry on. Her eyes glistened like a starry night, one that Kara must have looked up to so often.
Then, she smiled.
"Kara. Kiss me thoroughly."
It was a soft order, but an emphatic one. Her eyes glanced to Damien, now with the smile turning to mischief and temptation. "And Damien Buranta... I sense another sad story from you... so let's, for now, be merry."
And even as she kissed Kara, it was for Damien's benefit. Though she kissed Kara wonderfully, always retreating from her and encouraging her to pursue, it was a show as much as it was a kiss. As her lips locked with the bandit's. As her hands clenched into fists on the bedsheets. And then as she steadily stripped herself. Down went the shoulders. Away went the skirt. Bit by bit, her thin dress was taken off of her by her own hand, and she was writhing against Kara while watching for Damien's reaction. Tempting them both, teasing them both.
After a minute or two, "Kara! Stoooop!" she chuckled. "Why are you both still clothed? Please, Damien, my mead. And both of you, undress for me!" So she sat back, thoroughly exposed, with nothing to hide from either Kara or Damien, and patiently waiting for the favour to be returned. When she wasn't sipping her mead, her full lips were parted in husky breaths, excited, smiling, hungry. Her pale skin showed no scars but plenty of muscle, suggesting the smallest of threats. And when the Bucket Brigade members were done - "Good! Very good! Now, lie with me. Cuddle me. Drink mead and play with my noble body as you like!"
She positioned herself into the middle of the bed, wrapping an arm about them each. "We shall have such fun!" she cooed. "We can have a proper talk in a little while, but I feel like we should be firm friends first." There was a knowing wink to Damien at the word "firm". "Here, we are safe. Me from the eyes of the other noble houses of the Citadel. You two from Sandraminae and Tilly." She paused to swirl her cup, then set it to the side to grope Kara's side, and hug Damien closer to her. "You two are such delightful creatures. So soft. So sweet. Whatever Tilly was thinking, giving that Chest to you... well, here, you're safe from her eye now. And Sandraminae's, too - her and the Harkanors have history, so I am aware of just how dangerous she can be."
She put her second kiss on Damien's lips, and it was full and fierce. Stealing his breath. Tasting sweet. Full of tongue. Her thigh nudging him. She parted with a gasp. "Oooooh. So tasty! Are you having fun?" She looked to Kara, a blush on her cheeks. "Do you feel safe? I want you to feel safe..." She kissed Kara again, smacking her lips once and twice in the erotic kiss. "... safe to share the secrets Tilly and Sandraminae won't tell you... safe to share the secrets you won't tell them..."
She shifted her position. She gestured for Damien and Kara to love her. To fully embrace her. But then, tantalisingly close to the moment of bliss truly beginning...
"... how did that Chest go missing?"
"She's tough, and he's smart," Sandraminae immediately hissed to Liana under her breath. "And if Rennux accidentally reveals what she knows, all the better. Knowledge is something I feel like we're sorely lacking. Anyway, I had better see what Vyeggar's upset about this time."
With that, she left Liana alone. Or, at least, as alone as the halfling ever could be in the casino. At least, until she wasn't. The woman who she had received the healing massage from last night approached her suddenly, beaming a huge smile towards the little halfling. Cestine, Liana seemed to remember her name being. "Oh hey! It's Salt 'n Spoon, the most dangerous halfling in the West!" she hiccupped. There was a drunken stumble to her gait, and from below there were eyes all over both her and Liana. To be expected - while the Dead Mermaid was not lacking in beautiful men, women and those who were neither, both Liana and Cestine were specimens of particular note. "Y'know! I didn't say thank you for saving my friends earlier, so I thought I'd... give a reward..." She gave a heavily emphasised wink to Liana, and all of the onlookers below started hooting and hollering.
"Go get 'er, girl!"
"Make out! Make out!"
"Show us some butt!"
Cestine got close. Really close. Dominating Liana's view entirely, and obscuring her from the casino.
"Pretend I'm kissing you," came an urgent whisper.
Suddenly, Cestine had lowered herself down and was heaving herself upon Liana. To anyone looking, it looked like Cestine had just pinned the halfling to the wall and was furiously making out with her. But instead, as Cestine cupped Liana's head and groped her hip... "That kobold, Kasturr! He was at my mother's, and he had a lot of town guards with him! Delivered two dresses, a halfling and a human!" Cestine shuffled a little, as if deepening the kiss. "Little ****er's trying to scare me! How much of this city does that little squirt know?! He's still watching you guys, I'm sure of it!"
The mood flipped as she backed off, and she wiped her lips 'clean' much to the hooting delight of men in the crowd. "Woof! If only Kara was here, then us three could have a real party going! Feel free to find me at the bar for some more... sugar..."
So... on the subject of naughty stuff.
I've intentionally written it to be as implicit as possible, and given that player consent is a touchy subject, I would advise that you guys do the same. In terms of the act itself, Rennux is a very selfish lover so even though there's three of you, I am working under the premise that Kara and Damien do not touch each other. Regarding player or character discomfort, if there's any problem with that or what I've written, please let me know and I'll make any adjustments to what I've written so far and the scenario as a whole.
I'm not going to say how you two write Kara and Damien reacting to it going forward, if they treat each other differently or the same, if it's a problem for either of them, but I am happy to contact you both in private to establish some sort of canon and ground-rules should either of you feel that's necessary.
We'll be going to as tasteful a fade-to-black as we can get and start the next in-game day soon, so don't expect an explicit sex scene. This is an NPC intentionally putting your characters into a somewhat uncomfortable (or very comfortable, depending on your outlook) position, and you are free to deal with the problem how you wish.
Liana was vexed and disappointed when Rennux's choice pased over her. But she kept her expression masked. She was about to make her way to Kara -- judging that of the two she could benefit from favor from On High from the session about to commence.
But to grant a lingering benefit, she has to actually touch someone, concentrate, and expend some reservoir of her own energy. After a long day of strenuous work, she was nearly exhausted: and then Sandrimae starts to frog-march her away! Ahh...
As she is going down and away, Damien and Kara feel the psionic bond that Liana has with them attenuate and then snap... They have just each other, and Rennux has them.
She reflects on insights she received from her own keen observations of Rennux. But there is no one, at this moment, to share her hunches with.
Moments later, she is accosted by Cestine and her drunken amorous assault. She responds as if fond with the other lady -- but also with a hissed "not now... not appropriate..."
(But even more quietly, she whispers softly back: "Thank you. We'll be on alert. Your mom if she's unsafe - does she have folks out of town to visit, or who can keep an eye out for her?")
After a few moments of being overwhelmed with affection, she fends her off.
It is the close of a very long and difficult day. If she had emergency reserves of energy from her fanatical motivation, they are abruptly inaccessible. Fatigue drags upon her limbs and her normally vivacious personality is shutting down into a snappy irritability so uncharacteristic of her. She arranges to pass Vyeggar in the hall. Her voice is cold, dead with exhaustion. "The lot of us, the Bucket Brigade, need to talk in the morning. See what we've learned," she glances briefly toward the bedrooms, "and if any damage's been done."
Last edited by CatCanCook; Sep 10th, 2023 at 04:57 PM.
Celia just got her answer out before she parted. "She's safe-ish. My aunt checks on her every week for me, I'll arrange to make it dail-" And that's when she parted away, making a big show of her enjoyment of the "kiss." Liana noticed that Tilly happened to be out of her office, and possibly within earshot, though seemed distracted calling Karuz over.
Later, while Tilly was back in her office and Liana was losing her energy reserves, Celia made sure to slide over a flagon of ale about the size of Liana's head. "Sorry. In this place you need to keep your ssssss..." She briefly looked over her shoulder, then back to Liana awkwardly. "... sssssausages. You need to keep your sausages to yourself. And... with this guy, who has all of the sausages. Any clue on what you're going to do about him? If you need a message passing to him, I'm sure he'll find me, I can tell him whatever you want."
Last edited by Lentil Sponge; Sep 12th, 2023 at 10:27 PM.
Liana sighed, as she thought over some options, not really liking any of them, but thinking how to turn the situation to their advantage. "He wants Kara and I to meet him for a dinner date, wearing those dresses he chose out."
She silently thought of what Sandraminae said of Kasturr.
Quote:
"Tilly's instructions to you - kill him on sight, don't talk to him, don't let him talk to you." The instruction was given with all of the enthusiasm of a sleeping cat. "Some people in this casino think that killing him would be an utter disaster, bringing every guard in this city down on this place and a whole heaping load of other people, but they are wrong. Definitely, the best idea is just to kill him."
She swirled about the drink the woman passed her, and reflected on the kobold fellow's outrageous demands
Quote:
Hi, arseholes! I know where your Chest is! It cost me a lot of money to find this information, but I was willing to give that information to you for a lovely discount. Then one of you dick-weasels shot away my grappling hook and I BROKE MY ****ING LEG (****-heel, **** you) so now I have five conditions you have to meet!
1) Whichever one of you shot me, break your own leg. See how you like it. Arsehole.
2) Double dinner date with the two ladies, followed by their company for the whole night and the morning. I choose their dresses and the location, and the city guards like me so no funny business.
3) Find Talafax, and punch him in the cock
4) That jewellery you stole. I bet you've sold it already, so I want replacements. Good stuff, too, don't give me gold-coloured crap and think I won't notice!
5) I know you won't have the money to pay me, so I want you to steal something of equivalent value for me. There's a painting owned by Alderman Victorius of the Merchant's Guild, "The Whore of Labyon" and I want it
Don't look for me. I'll find you when you have the painting. Oh, and if you tell the cyclops or Princess-Tits about this letter, I'll kill whoever that girl is. The one with the nice arse who lives on Burnett Mews South. Trust me, I'll know. I'm watching.
To reiterate, **** you.
She pondered what was said about him during interrogation.
Quote:
He's some nutjob who lives in the Citadel, he's got nothing to do with anything!" He began shaking his head. "I bet he told you Gojzot's name! He always does that, if he doesn't know something he'll make up ******** to get someone else killed! Or arrested! Or far far far away from him!"
Last, she reflected on what she personally experienced about his character. He killed someone to keep them from talking, and threatened to kill an innocent person to keep us from talking. His position is insecure, because he uses threats and violence to maintain it. He's an information broker, but a lying one. A merchant is known by the quality of her goods. So, he's kind of like a weaponsmith who has a reputation for selling cracked swords. Everyone has ... character flaws ... but when one's failures affect the very centerpiece of one's own business, why, that's kind of pathetic.
"Tell him we can meet him, for a dinner date. By Harvest 107, because information is like bread, best when fresh-baked, but it gets stale and moldy after a while. As for the rest on his wish list, he can bring the two dresses he acquired, but we can talk later about what he wants."
Three appeals were made to Rennux, then came time to wait for the judge of character. It was only a brief period of witnessing this lady and Kara already was tossed into a situation to satisfy impure thoughts and recently attained hungers.
When the verdict came in, her knees felt weak. She was chosen. She gets to... her thoughts become tempestuous and she physically clutches her head to quiet the imagination. Then the awareness catches up with her, 'Wait, these two...?' Kara didn't have time to glance Damien's way as Rennux stole from her lips a most intimate exchange.
Kara was stunned, and dropped to the floor after the exchange, at a loss for much. She only came to when Rennux spoke of a need for service. She looks quizzically in the direction of Sandraminae's hips as she departs the room. 'Should I have been more reserved?'
Kara looked back to Rennux, watching the intriguing noble girl in the same manner as before her doubts. Kara was bid, and she did as directed. Standing up, Kara moves to Rennux's side, then sits down abruptly, her hands clutching her knees. She couldn't well look the girl in the eye at first, especially with the praise and compliment being showered upon her unbidden.
In a sense, Kara was probed to speak, so, with a sigh, she began, "A gang...yes. I don't know how to tell a story with proper context. But I was an orphan, raised by a man that sought to take the parentless like us and turn us into profitable gladiators under his name. I wasn't so good and I had to find ways to make a living." Her eyes go to the ceiling as if looking up helped recount details, "I had naught but combat and some failed magic lessons to call upon, I had no history to be a mercenary, and not a name to be soldier. I was lost for what to do. At a crossroads where I had not but to sell my body or steal from others, someone came and offered their hand."
Kara clenches her fist, recounting clearly that day, "A voice of a songbird, golden wavy locks of hair and eyes of the blue skies. He came into my life and offered a third path, to join a group fighting for freedom of this oppressive city. Their name the Crimson Shroud came from following in the wake of his blood-red cloak." She says, glancing down upon her own sash, "What passed were days of merriment of doing good deeds with hands in the pockets of the corrupt and would-be tyrants. We...one day attacked a caravan and...well, the lot of us wound up in prison and before I knew it, one day myself and my leader were alone before the prison warden. He had such a good speech, but his sword arm was ready to swing. I didn't want to kill this man, nor see him die...a struggle happened and...I..."
As Kara's speech filled with more emotion, Rennux put a stop to it real quickly, with her cheek to a lady's chest, thoughts of the moment vanished. She looked up at those sympathetic eyes. Her heart beat like a war drum.
What was a girl like Kara to do when a girl like Rennux, eyes full of sympathetic tears asks for a kiss? Kara certainly had no plan, she simply reached her hand up to Rennux's cheek and lifted herself to apply her lips longingly to this woman. Her head tilted to get a better angle, her lips kneaded and pulled upon Rennux's, her tongue lashed out for a better taste only to be invited in for a visit. It was a minute of heaven before Kara realized that she was on top of Rennux, and that the girl beneath her was most entirely bare. It was the commands to stop that brought more clarity to a hungry mind.
Kara leaned back and touched her lips, feeling the dampness and warmth.
The next order came, "Undress?" Truly, the next course of action, what a wise commander Rennux is. Wait. Kara glanced around, she was by far the most clothed person in the room. In this situation, she should...what, be embarrassed?
Vyeggar rolled his eyes at Sandramine’s talk of tiptoeing around the Harkanor bitch. He didn’t say anything for a few moments, instead letting Sandramine say her piece. It was only when she threatened him at the end that his expression once again darkened.
”You think I’m a stranger to f*cked up magic? Lady, do you even know where I’ve f*cking BEEN for the last month and a half? Getting BLED like a damned stuck pig by a bunch of Sophist priest pieces of sh*t. Watching your blood drain out of you every day and every night and knowing that all you have to look forward to the next day is more of the same kinda changes a person, kinda makes them a little bit psychotic if I can be real with you. So you’ll pardon me if I don’t share in your penchant for subtlety. I tend to find that it’s the subtle ones who end up f*cking me over in the end.”* He took a breath, then let it all out.
”Are they going to be alright?” he asked with a growl, changing the subject like he was slamming a door. It was clear to both of them that he was concerned for the safety of Kara and Damien, but he wouldn’t admit to it in so many words. ”I didn’t see a weapon on her, unless you count that bear trap between her legs, so I’m not too worried, but if she’s got some weird freak power like Ti- like some other people I’ve met, then I’d prefer you tell me.” A pause, then, ”Why? Why would you set this up, knowing she’s dangerous? What’s in it for you? For Tilly? I can’t imagine it’s just money. Did she say she knew something? It’d have to be pretty important for Tilly to let her waltz in here and screw her people in her own casino.” He scratched his head, trying to puzzle the whole thing out. ”It just doesn’t track with me…” he said quietly, more to himself than to Sandramine. ”She just shows up out of the f*cking blue after we get back from town and conveniently asks for the four of us? That’s bullsh*t. Who is it - Lungri? The cat-man? The old orc? Who does she know, that she’d suddenly dart right to us as soon as we made it back from town? Aghh!” The not knowing pissed him off, and he instinctively lashed out and struck the wall, shaking the wooden timber. ”Whatever! I don’t care! F*CK!” He punched the wall again and the board cracked. So too did the skin on his knuckles. He stood there, looking at the blood drip from his broken flesh. He stared at it, and a moment later the blood ceased. He held up his now staunched fist to Sandramine and looked at her with a flat expression.
”Tilly’s not the only freak in this freakshow,” he said dully. And then, with nothing else to say, he turned and walked back out the door and headed back downstairs to await their next job.
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 Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
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 Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
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 Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
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 Sidestep (move 5 feet when opponent misses with attack)
**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)
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)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses 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)
From her new perch, Karuz had the perfect view of One-eyes office and the other rooms on the upper floor, She settled in comfortably as the Pretty Lady was in with One Eye and then watched as Sandraminae came and took her to another room, leaving to collect most of Oknar's pack, bringing them to the room where the Pretty Lady had remained, She could hear talking from the room, but even with her sharp hearing she couldn't make out what was being said over the noise of the Casino itself.
When Oknar came storming out, and a few minutes later was followed by Sandraminae and the little Pet, it didn't take someone with an education Karuz lacked to figure out why Firehair and the Lizard had stayed behind, She had no illusions about what went on in those rooms, the air was thick with the scent of it. She was curious why Vyeggar hadn't remained as well, he was the Alpha, the pretty lady should have been his to claim but before she had a chance to wonder too much she saw One Eye stalking the balcony angrily, looking around for something, or someone. Catching Karuz eye a few moments later and waving her down into her office.
She would have growled back in defiance for a moment but she had just taken a bite into her Rat and didn't want to lose that meal, slowly chew on the flesh and hair as she drank its blood for a moment before springing from her crouched position down onto the balcony, landing surprisingly quietly for a woman of her size and weight, crouched with one hand on the floor steadying her from the drop, the other still holding the bitten Rat in her hand before heading into One Eyes office, taking another bite of her meal as the dusty bone and metal scent of her office hit her nostrils.
Karuz had only been in the room a couple of times since her captivity started, a fact she was glad of, she hated the scent of this room. She had spent her lifetime around bones and death, the smell of marrow and meat, blood and carrion was nothing new to the feral creature but the scents of death in this room were just..wrong, Ancient, Dry. It was one of the reason's Karuz had brought her meal with her, she knew how much it would annoy One-Eye and she didn't miss that single eye narrowing as the Rat's tail hung from Karuz lips as she chewed and waited for her Alpha to talk, but the fresh scent and taste of blood was helping somewhat to mask the smells in the room as Tilly rambled on, shouting orders and tasks at her.
Although her attention was flitting around the room, eyes taking in the everything around her as she always did, despite appearances she was listening to One Eye and understood a lot more than the Angry Orc Woman realised, not that Karuz would let on. If Tilly thought she was some brainless creature so much the better for her. She wasn't learned or book smart, she was unable to read and write and often mispronounced and misunderstood what she said, but she was not quite the animal she appeared to be and would do her best to rebel against One Eye's commands when she could. Luckily for her, this time the commands were one's she would enjoy doing.
The feral Half-orc was still a stubborn creature by nature though and resisted the urge to answer her Alpha immediately, crouching in the office, chewing slowly on the rats tail as Tilly shouted and stalked closer, demanding an answer if Karuz understood her commands, fists clenched ready to beat her if she didn't agree, probably even if she did, that was her nature after all. As the One Eye'd Woman's large fist raised to deliver that beating, Karuz spat out the remains of the rats tail and responded
"Karuz Understand"
"Take Baskets to Crazy No smell Woman, Ugly One, Snake One No Talk to No Smell Woman"
Having made her speech, Karuz remained silent and watched Tilly, waiting for either a beating or a dismissal. Resuming her place in the Rafters afterwards until her Maraga told her to stop or until the morning came and it was time to Hunt.
Features and Abilities:Common, OrcLanguages | Armor: Light and Medium, Shields (Hide and Bone, None Metal) Weapons: Club, Dagger, Dart, Quarterstaff, Short Spear, Sling and Spear, Natural Weapons Skills: Acrobatics:+6, Appraise: +1, Climb:+17, Craft:-2, Handle Animal: +3, Intimidate:+2/+6, Knowledge (Nature): +5, Perception:+11, Ride:+1, Sense Motive:+4, Stealth:+6, Survival:+8, Swim: +9 Enhanced Skills: Handle Animals (Canine): +5, Intimidate (Dim/Darkness): +4/+8, Intimidate (Magic Enhanced): +4/+8, Intimidate (Magic Enhanced in Dim/Darkness): +6/+10, Perception (In Darkness): +13, Perception (Scents/Smells): +21, Perception (Scents/Smells in Darkness): +23, Stealth (In Darkness and Underground): +7, Survival (Underground Navigation): +13, Wild Empathy: +3, Wild Empathy (Canines): +5 Primal Evolution Survival Bonus: Additional +8 Animal Aspect Owl Stealth Bonus: Additional +4 Chameleon Scale Gray Skin Stealth Bonus: Additional +2 where appropriateProficiencies Druid Traits:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafterWeapon and Armor Proficiency | A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.Spells | A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.Spontaneous Casting | A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Chaotic, Evil, Good and Lawful Spells | At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.Nature Bond | A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Nature Sense | Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.Orisons | A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.Wild Empathy Feral Child Traits:A feral child loses proficiency with the scimitar, scythe, and sickle and with shieldsWeapon and Armor Proficiency | A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.Class Skills | At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.Illiteracy | At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.Improved Unarmed Strike | At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is nonmagical.Beast Family - Canine | | At 1st level, a feral child must select an animal companion as her nature bond.Nature Bond Hunter Traits:A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).Weapon and Armor Proficiency | A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter 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 hunter 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. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter 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.Spells | Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.Orisons | A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Chaotic, Evil, Lawful and Good Spells | At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.Animal Companion | At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per dayAnimal Focus | A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.Nature Training | A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.Wild Empathy Animal Focus Traits:The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.Personal - Tiger | The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.Companion - Falcon Primal Hunter Companion Traits:At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points (Advanced Player’s Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.
Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.
If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use. This ability replaces animal focus.Primal Transformation | n eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.Primal Evolution - Climb | An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.Primal Evolution - Skilled (Survival)
Character Feats:Your nose is as sensitive as that of a wild predator.
Prerequisites: Wis 13, half-orc or orc.
Benefit: You gain the scent special ability.Keen Scent | You are skilled at fighting while unarmed.
Benefit: 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.Improved Unarmed Strike Feral Half Orc Traits:Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied natureAbility Score Increase | Half-orcs are Medium creatures and have no bonuses or penalties due to their sizeMedium | Half-orcs have a base speed of 30 feetNormal Speed | More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvisionForest Walker | Forest Walker Half Orcs can see twice as far as humans in conditions of dim light.Low Light Vision | Having lived all their lives at the mercy of savage underworld creatures, some halforcs develop an uncanny knack for finding their way around silently in the dark. While underground, Evader half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks.Evader | Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.Beastial | Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.Dimdweller | Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.Languages | This special sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, attempting a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill.Scent Character Traits:Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.Acrobat | You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.Savage | Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.Warded Against Nature - Predatory Aura Background:You respected Tilly, and Tilly alone... until you snapped at one of her girls. A weak little elf stepped in, and stopped you dead in your tracks with nothing but a horrifying look. She smelled of alpha. From that day on, you learned to trust your nose more.
Bonus: +3 to Sense Motive and Appraise. Both of these are class skills. You gain +10 to Perception checks involving scents and smells.The Weird Woman's Smell
Spellcasting:
Wisdom | Save DC: Cantrip 11, 1st Level 12
Druid Spells Daily Usage - Orisons: Unlimited First: 1 / 2 (1 Base + 1 Wis Bonus) Orisons:Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Components: V,S
Effect: up to 2 gallons of Water/Level
Duration: Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.Create Water | Casting Time: 1 Standard action
Range/Area: Touch
Components: V,S
Duration: 1 Minute or until discharged
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 | Casting Time: 1 Standard action
Range/Area: 10 ft
Target: 1 cu. ft/level of contaminated food and water
Components: V,S
Duration: Instantaneous
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.Purify Food and Drink
First Level:Casting Time: 1 Round
Range/Area: Personal
Components: V,S
Duration: 1 Hour/Level
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.Deadeye's Lore | Casting Time: 1 Standard Action
Range/Area: Touch
Targets: one creature touched/level
Components: S, DF
Duration: 10 Minutes/Level (D)
Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.Hide from Animals | Casting Time: 1 Round
Range/Area: Close (25ft+5ft/2 levels)
Effect: One Summoned Creature
Components: V,S, DF
Duration: 1 Round/Level (D)
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summoned Creatures Available - Dire rat, Dog, Dolphin, Eagle, Giant centipede, Fire beetle, Mite (gremlin), Poisonous frog, Pony (horse), Stirge, Viper (snake)Summon Nature's Ally 1
Hunter Spells Daily Usage - Orisons: Unlimited First: 2 / 2 (1 Base + 1 Wis Bonus) Orisons:Casting Time: 1 Standard action
Range/Area: Personal
Components: V,S, DF
Duration: 10 Minutes/Level (D)
You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.Chameleon Scales | Casting Time: 1 immediate action
Range/Area: Personal
Components: V
Duration: Instantaneous
You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.Grasp | Casting Time: 10 Minutes
Range/Area: 10 ft
Target: 1 Object upto 1lb/Level
Components: V,S
Duration: Instantaneous
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: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V or S
Duration: Instantanteous
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
First Level:Casting Time: 1 Standard Action
Range/Area: Touch
Target: Creture Touched
Components: V,S
Duration: 24 Hours
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.Endure Elements | Casting Time: 1 Round
Range/Area: Close (25ft+5ft/2 levels)
Effect: One Summoned Creature
Components: V,S, DF
Duration: 1 Round/Level (D)
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summoned Creatures Available - Dire rat, Dog, Dolphin, Eagle, Giant centipede, Fire beetle, Mite (gremlin), Poisonous frog, Pony (horse), Stirge, Viper (snake)Summon Nature's Ally 1 | Casting Time: 1 Standard action
Range/Area: Long (400 ft +40ft/level)
Target: 1 Creature
Components: S, DF
Duration: 10 Minutes/Level (D)
You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise Tracking Mark
Equipment: Armor/Clothing: Barely Weapons:Magically Strengthened (removes Fragile Quality)Bone Spikes x2 Magical Items:A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon's enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.Huntsman's Stone Knife | These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.Muleback Cords Equipment: Tribal Fetish, Wrist Sheath (for Stone Knife), Collection of Animal Calls and Whistles, Waterskin, Ember Pot, Warka Jar, Serpent Line, Roar Cord, Water Repellent Canvas (6'x6'), Burner, Possibles Pouch, Grooming Kit, Fishing Tackle Box, Powder/Ingredient PouchWaterproof Bag inside an Animal Repellent Sack Bag Contents:Signal Whistle, Silent Whistle, Avian Animal Call Whistle, Canine Animal Call Whistle, Equine Animal Call Whistle, Feline Animal Call Whistle, Rodent Animal Call Whistle, Reptile Animal Call Whistle, Ungulate Animal Call WhistleCollection of Calls and Whistles | This 2-foot-tall, vase-shaped object is inspired by the huge warka towers found in inland areas of Senghor and other parts of the Mwangi Expanse. The warka jar is made of lightweight and elastic juncus stalks woven into a crisscross pattern. A fine mesh hangs inside and collects water condensation. Placing a warka jar outside overnight collects enough fresh water for a single creature to survive for one day. When not in use, the warka jar can be collapsed into a pocket-sized cube for easy transportation.Warka Jar | This 30-foot length of rope is braided with musk-cured strips of snakeskin from a variety of desert serpents, and is typically laid out in a 5-foot-radius circle around the edge of a tent or around a sleeping creature. When it’s laid out in this way, common snakes crawling across the desert floor often mistake the serpent line for another snake and shy away from crossing it. Ordinary venomous snakes approaching a serpent line must succeed at a DC 10 Will save or turn away from it, though if they notice potential prey within the serpent line, they may continue to lurk nearby. At the GM’s discretion, an exceptionally aggressive or hungry snake may gain a +2 circumstance bonus on its saving throw. Snakes that are magically controlled ignore a serpent line.Serpent line | This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.Roar Cord | Animal Glue, Common Perfume, Whetbone, Whetstone, Measuring Cord (10ft), Breathing Tube, Candle x3, Chalk x3, Charcoal x2, Flint and Steel, Scent Salts, Sewing Needle, String/twine (50ft), SoapPossibles Pouch | This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.Grooming Kit | This meticulously crafted set of polished wooden lures, colorful flies made of feathers and catgut cord, bone hooks, and cork bobbers can be quite useful in the hands of a skilled fisherman.Fishing Tackle Box | Cooking Powder (10 uses), Salt Tablets (20 uses), Drought Powder (2 uses), Fuel Pellets (30 pellets), Travel Cake Mix (48 Bisquits Worth), Wandermeals (10 Days)Powder/Ingredient Pouch
Even with the advantage of being second, Damien was unprepared as he was pulled into a kiss, his body reacting quite independently from his mind as he returned Rennux's passion with some of his own. Regaining himself as their lips separated though, Damien found himself slightly thrown by the decision. Certainly given the options, he had reasonable expectation that Rennux's desire might force her to choose two... but he had assumed the decision would be between Damien and Kara at Liana's side, not the two of them INSTEAD of the halfling. Apparently they'd done sufficiently well to impress the lady in their respective performances that night... to be chosen over one to whom the arts of the bedroom were practically a calling. Looking after the halfling, Damien's expression was almost apologetic as he gave her a nod in her departure. Sandraminae followed... but not before a few parting words, partnered with a hidden warning that the vishkanya was quite expecting at this point.
" Yes, Damien, I noticed that look you gave me earlier. Another night, if you're a good boy for me and a bad boy for Rennux." Damien's smirk was almost sheepish as he bit back a forced chuckle, feeling the "BE CAREFUL" being traced along his back.
"Sandraminae, you musssst have realized by now; I'm ALWAYS bad." He let his tongue flicker a bit across his teeth, giving her a small goodbye wave before turning his attention back to the room. Unfortunately, as much as he may have wanted to shut his brain off and let his cares go, he knew he couldn't be foolish. The game was about to begin... the objective clear: Provide nothing short of absolutely flawless service, and leverage that to give as little information as possible while learning as MUCH as he could.
As his eyes shifted between the two incredibly attractive women however, the vishkanya found himself wondering if abstaining from "distractions" since his arrival was actually going to work against him tonight.
"... Damien, there is mead, and there should be enough cups. Please, pour us some. Kara, sit with me."
Damien gave her a small bow, complying wordlessly as the noblewoman bid Kara share her tale of woe. One by one, Damien slowly filled each cup with the sweet, aromatic drink, listening intently to his companion open herself to the beautiful stranger they were sharing for the evening. Kara's childhood, while quite different from his own, was no less tragic. Arguably moreso. The vishkanysa may have lost his father and his old life... but he'd had those things to lose at least. He'd never been the same after that, determined not to let such connections ever hurt him again. Kara had found connection and purpose too... and look where it had led.
As he walked the tray of mead over to the two women, Damien's measured expression hid the pang of sympathy he felt for Kara as her emotions began to well up. It was getting to be too much... but he wasn't forced to intervene, Rennux silencing the woman herself as she comforted Kara and gently requested another kiss.
"And Damien Buranta... I sense another sad story from you... so let's, for now, be merry." Damien thought the moment had now come to give his own sob story; a notion he quite dreaded, but was luckily saved the trouble of for the moment as Rennux decided it was time to move things in a more interesting direction. Her embrace with Kara as the two women passionately and playfully kiss one another was enough to slow Damien to a stop, and as the noblewoman stole occasional, toying glances his way, he knew that she trying to tantalize him as much as her; trying to stoke the flames of desire that burned beneath a regretful dry spell.
And it was working. With each article of clothing elegantly removed and every stolen kiss, the thin cloth covering the last part of Damien's body to remain clothed was doing less and less to hide his desire, betraying his rehearsed air of composure. By the time Rennux had paused the fun to ask for her mead, Damien's breathing had deepened considerably. Placing the tray down on the side table, Damien handed Rennux her cup, brushing her hand intimately with the back of his
as he stepped back to comply with her next request.
Things were REALLY starting to get interesting now...
Vyegger is playing: Menial Tasks (please choose the rest of your tasks)
Karuz will be making money a different way...
Damien is playing: Burlesque, earns 200 gp
Tarbin is playing: ...
Sandraminae had already started walking away by the time Vyeggar started.
She stopped. She waited, but her whole body was tense. Her shoulders rose very slowly. Then they fell with a shudder, and the release of a long breath.
"... wait."
She slammed her arm against the door, stopping Vyeggar from leaving. But still, she wouldn't look at him. "I will be as unsubtle as I can," she sighed, pointedly looking away. She kept her eyes away. "Kara is tough. Damien is smart. Miss Harkanor is both of those, yes, but not as tough or smart as she thinks. Of course her turning up is bullsh*t. This is Julianople. I wouldn't have let her have the choice of sleeping with any of you if I thought you guys were in actual danger, or that she wouldn't drop her guard and let something slip. As I said, you have to dance around her, and she knows me a whole lot better than she knows any of you.
Then the fingers on the doorframe tightened. "... I don't know where Valdik is, or where he went. I'll swear to that," Sandraminae said with a shudder. There was something new in her voice when she addressed Vyeggar. Anger."So you know this isn't some sort of conspiracy when I tell you... if you want to see him again... "stop... talking... about... dreams."
She finally looked a little towards Vyeggar. No, she wasn't angry at all. She was terrified. At least, until she was giving him a small, thin smile, the perfect professional.
"Weird **** just happens here sometimes. We're not far from the Meditation Gardens, Tilly collects a lot of magic crap, the University has all sorts of experiments. If you're seriously disturbed by the dreams, I'm happy to get you a free beer or two. Nothing gets a good night sleep quite like Lady Alcohol. Now, I'm a busy woman, so we'd best leave it there. Trust me, Kara and Damien are fine." She dropped her arm, letting Vyeggar by.
Tilly took a very... very long time to answer. There was a look to Karuz that the feral half-orc couldn't place. Then she looked away. "Ok. Now get going."
She waited until Karuz had turned around before she struck.
It was a hard pull on the hair, and a squeeze on the shoulder. Nothing that would harm Karuz, not really, but it was a display of power. It was to frighten, not hurt. After all, Karuz had work tomorrow. But still... "I'm your alpha! Gottit?! Do! As I! Say!" Tilly roughly threw Karuz down and gestured to the door. "No eating rats upstairs! Eat rats in basement, or get proper meat from kit-chen! And no rutting!"
She let Karuz go, but somehow, Karuz felt like she was being watched all night. Even when Tilly was nowhere to be seen, that singular terrible eye felt like it was everywhere. The night dragged on and on, until Tilly emerged again to take Karuz down...
Spice World is a 1997 British musical comedy film directed by Bob Spiers and written by Kim Fuller, starring the pop girl group The Spice Girls.
Celia looked a little unsure, but then she gave a firm nod. "I'll do what I can," she said. "I just hope you know what you're doing..."
Sandraminae began to walk towards both Liana and Celia.
"... when you cook the sausages."
Sandraminae gave a smile to Celia, patting her softly on the shoulder. "Thanks for getting Liana a drink," she said, before looking to Liana. "I'm sorry, but I'd like you to stay awake for longer than usual. I am seeing Rennux off tonight, not that she knows, and I'd appreciate you there, just in case she's in a mood. I know you haven't slept right, but I'll make it worth your while - Vyeggar mentioned some trouble sleeping. We live pretty close to the Meditation Gardens, and Tilly collects all sorts of nonsense, so it's best to not worry too much or talk too much about weird dreams." She then put her hand on Liana's softly, almost maternally. "I tried to tell him not to worry about it or scare other people by talking about it, and he had one of his freak-outs. It might be worth you just calming his nerves a bit, make sure he's ok."
Sandraminae gave Liana some privacy at this stage, and wasn't seen until the very end of the night. By the great doors to the casino, the workers who didn't live at the casino were being dismissed home. And dutifully, Sandraminae was watching them all go, with some idle chatter and some concern to send them on their way. I keep telling you not to go back to him, I'm glad you moved out of that awful place, do you want Liana walking home with you, remind me in the morning and I'll make sure it's all sorted. All delivered professionally, if slightly patronisingly and overly motherly at times.
But then the chain of people stopped. Soon all that was left was an empty casino, save for the creakings of the beds in the upper floor for those with the coin for companionship. That's when Sandraminae ticked her head. "With me, Liana," she whispered. She took Liana outside, to a little area by the back. There was a tiny handcart and a pile of shovels and paintbrushes. And standing over them, tied to a post, was a fine stallion, standing proud and cool. How no one attempted to steal it was anyone's guess.
And Rennux appeared, looking very surprised to see Liana and Sandraminae. "You!"
"- was just making sure no one had stolen Blackheart. It would do no good for you to be walking back to the Citadel," Sandraminae explained calmly, before smiling to Rennux. "I trust you had fun."
Rennux looked defensive at first, but her attitude quickly shifted. "Indeed. Though they do not compare to you. I'm yet to meet anyone who does," she said coolly. She then smiled to Liana hungrily. "Although, you mentioned you were raised in the Silken Sheet Society. Perhaps you can join me as I go home..."
"Liana has had a long day. Though, I could reserve her services for you, if I knew when you'd be returning."
Rennux pouted. "You're no fun. Even Mama isn't as strict as you." She mounted the horse, and looked down to Liana. "I hope you are not disappointed. It is a tragedy I did not know your skill, and you could not indulge yourself in my beauty."
Karuz had been expecting the heavy blows, even as she turned away but it still took her by surprise just how quick One Eye was as she sprang across the room and dragged her back by her hair, screaming at her that she was the Alpha. She knew she was not in any real danger, and the pain she felt was mild compared to what she had experienced at Tilly's hands before but she still resisted and tried to fight back just as she would against anyone who grabbed her hair, baring her teeth and tusks and twisting to snap at the fingers grabbing at her
But for all her immense strength, close to matching even Tilly's own, The Feral snarling half orc was simply no match for Tilly's combat experience and technique and her efforts were thwarted by a heavy hand clamping onto her shoulder, between that and the pull of her hair she could snap and bite all she wanted but she could not turn in place enough to find a target for her teeth or bring her fists around enough to reach Tilly
She had no choice but to submit to the berating and dismissal, returning angrily to the rafters for the rest of the night. She would have eaten more of the rats up there despite Tilly's commands out of sheer spite but in her angry state her aura screamed predator and would not be masked, and for the first time since its doors opened, the rafters of the Dead Mermaid Casino were completely devoid of vermin as they scattered and fled from Karuz, leaving her alone until Tilly reappeared and called Karuz back down, to be taken below again
As Karuz followed One-Eye deeper below, she was reminded of her true home, so far away. The cold stone tunnels cutting through the rock and the enveloping darkness which sank over her like a comforting blanket, the sound of water dripping from rock in a rhythmic tattoo against the puddles collecting on the ground like a heartbeat. The torches in sconces on the walls becoming fewer and further apart the deeper she was led, but her eyesight grew sharper the more the light dimmed until she could see the forbidden doorway approaching. The yawning portal leading even deeper than she had even been before, Only One Eye went down those steps and ever returned, carrying that vile stench back up with her.
As she always did, Tilly paused at the top of those steps, taunting Karuz. Would today be the day she was taken below? Karuz knew that day would come one day and she would not return but she knew today was not that day. Tomorrow she would Hunt after all so for the first time in a long time she felt no fear as they paused at the doorway, perhaps Tilly could see that her tactic was not working this time and she soon turned away angrily and pulled Karuz down the corridor leading away from those steps, along a long corridor lined with cages, some newly emptied, but the majority filled with creature's which squeaked and squawked and mewled as their footsteps approached.
But as they always did when Karuz passed by they grew silent and shrank back further in their cages until she was gone, this angered Tilly even further. All the creatures below feared Tilly Gansong, just the way she liked it but their fear resulted in screams and howls and baring of teeth and claw at their capture as all wild creatures do in the face of a hated enemy. But Karuz was different to them, although her form was that of the other two legs, her Aura was that of an animal, and a predatory one at that. The fear she caused by her very presence caused the creatures to cower and hide in silence at her passing, their prey instincts kicking in fiercely. That reaction annoyed Tilly immensely, Her they would try to bite, Karuz they avoided.
She knew the smile curling on her lips would get her another beating but she couldn't resist grinning at that tiny victory over her "Alpha" and as expected she was beaten and kicked into her own Cage when they reached the furthest end of the cages, empty save a small pile of straw in one corner. She noticed that the straw was old and hadn't been replaced and her ratty old blanket was missing and the cracked wooden bowl for water was gone, likely her punishment for eating the rat in Tilly's office.
Curling up in the pile of old straw, Karuz kept her eyes on Tilly as the Orc watched her silently, lingering at the cage door and staring. Perhaps she was looking for a shiver from Karuz, some indication of discomfort at the situation, some sign of weakness to show she had been put in her place but Karuz was unbothered by the intense cold of her cage, she didn't need the blanket to be comfortable and she defiantly watched Tilly back until eventually the woman smiled and walked away
The Silence lingered as Tilly's heavy footsteps retreated down the corridor but eventually was broken by a soft growling voice from the cage beside Karuz
"Sister? Are you Hurt?"
Karuz let out the breath she hadn't realised she had been holding in the silence, relieved to hear that voice as she moved to the side of her cage closest to the soft growling male voice, resting her hand against the side of her cage. She could not see the other cage, Tilly had placed a barrier between the two so Karuz could not see her Siblings, only hear their voices
"No Brother, I am not hurt. Have you been fed? You stayed in your cage today? Little Sister?"
A second voice, softer than the first joined their conversation, barely more than a child's whisper but to Karuz it was more than enough to be heard
"Yes Sister we have been fed and we weren't made to fight. You didn't kill her then?"
She couldn't help laughing a little at that question, the same she was asked every day, Her little Cinder, so tiny but so fierce. Karuz felt the tension she held ease as she heard what she needed to, what she had hoped. One Eye had kept her word again today and her siblings had not been put to the fighting pit and had been fed. They had all made it through one more day, soon they would be free
"Soon Little Sister, Now is not the time to strike but Soon we will feel her blood on our lips and we will be free"
"Let me fight her Sister, I will tear out her other eye and we can go home"
This time Karuz resisted the urge to laugh at the comment, the boy was trying to be strong for their younger sister but Karuz knew it was false bravado and just how gentle a soul he really was, Laughing at him now would hurt him deeply
"I know you would Grey but that is not your task in the pack is it? You need to grow and protect our sister, I am counting on you to keep her safe"
She could hear the soft grumbling from the boy as he took heed of her words, reluctantly and she heard Cinder comforting her brother and not contradicting her or calling out she needed no protection and She was the fiercest of them all. Cinder was definitely a scrapper but of them all she was also the smartest and knew when to hold her tongue, something Karuz struggled with. She was in charge of her family because she was the oldest and strongest, for now but she knew in time Cinder would easily replace her, she would likely never be as stronger as Karuz but like One Eye, Cinder was clever
"Get some rest, Tomorrow i go hunting and if the chance appears we will make our kill and be free"
Despite the situation and the cold, damp environment Karuz was able to curl up quite comfortably and stayed awake long enough to hear the sound of the others sleeping in the cage beside hers before she allowed herself to sleep as well. She would hear the footsteps approaching her cage long before they arrived, the advantage of her cage being at the farthest end of the line and be ready when the door opened in the morning
Features and Abilities:Common, OrcLanguages | Armor: Light and Medium, Shields (Hide and Bone, None Metal) Weapons: Club, Dagger, Dart, Quarterstaff, Short Spear, Sling and Spear, Natural Weapons Skills: Acrobatics:+6, Appraise: +1, Climb:+17, Craft:-2, Handle Animal: +3, Intimidate:+2/+6, Knowledge (Nature): +5, Perception:+11, Ride:+1, Sense Motive:+4, Stealth:+6, Survival:+8, Swim: +9 Enhanced Skills: Handle Animals (Canine): +5, Intimidate (Dim/Darkness): +4/+8, Intimidate (Magic Enhanced): +4/+8, Intimidate (Magic Enhanced in Dim/Darkness): +6/+10, Perception (In Darkness): +13, Perception (Scents/Smells): +21, Perception (Scents/Smells in Darkness): +23, Stealth (In Darkness and Underground): +7, Survival (Underground Navigation): +13, Wild Empathy: +3, Wild Empathy (Canines): +5 Primal Evolution Survival Bonus: Additional +8 Animal Aspect Owl Stealth Bonus: Additional +4 Chameleon Scale Gray Skin Stealth Bonus: Additional +2 where appropriateProficiencies Druid Traits:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafterWeapon and Armor Proficiency | A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.Spells | A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.Spontaneous Casting | A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Chaotic, Evil, Good and Lawful Spells | At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.Nature Bond | A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Nature Sense | Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.Orisons | A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.Wild Empathy Feral Child Traits:A feral child loses proficiency with the scimitar, scythe, and sickle and with shieldsWeapon and Armor Proficiency | A feral child adds Acrobatics to her list of class skills and removes Fly and Profession from her list of class skills.Class Skills | At 1st level, a feral child is unable to read and write, though she may learn by taking 1 rank of Linguistics. She does not gain Druidic as a free language and cannot select Sylvan as a bonus language.Illiteracy | At 1st level, a feral child gains Improved Unarmed Strike as a bonus feat.Improved Unarmed Strike | At 1st level, a feral child may choose one specific type of animal as the type that raised her. She gains a +2 circumstance bonus on Handle Animal and wild empathy checks with animals of that type, and she can communicate with them as if using a continual speak with animals spell-like ability, but this ability is nonmagical.Beast Family - Canine | | At 1st level, a feral child must select an animal companion as her nature bond.Nature Bond Hunter Traits:A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).Weapon and Armor Proficiency | A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter 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 hunter 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. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter 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.Spells | Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.Orisons | A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Chaotic, Evil, Lawful and Good Spells | At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.Animal Companion | At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per dayAnimal Focus | A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.Nature Training | A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.Wild Empathy Animal Focus Traits:The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.Personal - Tiger | The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.Companion - Falcon Primal Hunter Companion Traits:At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points (Advanced Player’s Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.
Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.
If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use. This ability replaces animal focus.Primal Transformation | n eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.Primal Evolution - Climb | An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill.Primal Evolution - Skilled (Survival)
Character Feats:Your nose is as sensitive as that of a wild predator.
Prerequisites: Wis 13, half-orc or orc.
Benefit: You gain the scent special ability.Keen Scent | You are skilled at fighting while unarmed.
Benefit: 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.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.Improved Unarmed Strike Feral Half Orc Traits:Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied natureAbility Score Increase | Half-orcs are Medium creatures and have no bonuses or penalties due to their sizeMedium | Half-orcs have a base speed of 30 feetNormal Speed | More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvisionForest Walker | Forest Walker Half Orcs can see twice as far as humans in conditions of dim light.Low Light Vision | Having lived all their lives at the mercy of savage underworld creatures, some halforcs develop an uncanny knack for finding their way around silently in the dark. While underground, Evader half-orcs with this racial trait gain a +5 racial bonus on Survival checks to avoid becoming lost and a +1 racial bonus on Stealth checks.Evader | Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.Beastial | Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.Dimdweller | Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.Languages | This special sense allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, attempting a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Survival skill.Scent Character Traits:Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.Acrobat | You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.Savage | Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.Warded Against Nature - Predatory Aura Background:You respected Tilly, and Tilly alone... until you snapped at one of her girls. A weak little elf stepped in, and stopped you dead in your tracks with nothing but a horrifying look. She smelled of alpha. From that day on, you learned to trust your nose more.
Bonus: +3 to Sense Motive and Appraise. Both of these are class skills. You gain +10 to Perception checks involving scents and smells.The Weird Woman's Smell
Spellcasting:
Wisdom | Save DC: Cantrip 11, 1st Level 12
Druid Spells Daily Usage - Orisons: Unlimited First: 1 / 2 (1 Base + 1 Wis Bonus) Orisons:Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Components: V,S
Effect: up to 2 gallons of Water/Level
Duration: Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.Create Water | Casting Time: 1 Standard action
Range/Area: Touch
Components: V,S
Duration: 1 Minute or until discharged
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 | Casting Time: 1 Standard action
Range/Area: 10 ft
Target: 1 cu. ft/level of contaminated food and water
Components: V,S
Duration: Instantaneous
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.Purify Food and Drink
First Level:Casting Time: 1 Round
Range/Area: Personal
Components: V,S
Duration: 1 Hour/Level
While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.Deadeye's Lore | Casting Time: 1 Standard Action
Range/Area: Touch
Targets: one creature touched/level
Components: S, DF
Duration: 10 Minutes/Level (D)
Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.Hide from Animals | Casting Time: 1 Round
Range/Area: Close (25ft+5ft/2 levels)
Effect: One Summoned Creature
Components: V,S, DF
Duration: 1 Round/Level (D)
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summoned Creatures Available - Dire rat, Dog, Dolphin, Eagle, Giant centipede, Fire beetle, Mite (gremlin), Poisonous frog, Pony (horse), Stirge, Viper (snake)Summon Nature's Ally 1
Hunter Spells Daily Usage - Orisons: Unlimited First: 2 / 2 (1 Base + 1 Wis Bonus) Orisons:Casting Time: 1 Standard action
Range/Area: Personal
Components: V,S, DF
Duration: 10 Minutes/Level (D)
You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using Disguise to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.Chameleon Scales | Casting Time: 1 immediate action
Range/Area: Personal
Components: V
Duration: Instantaneous
You can cast this spell as an immediate action when you fail a Climb check and would fall. You can immediately attempt another Climb check as a free action at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.Grasp | Casting Time: 10 Minutes
Range/Area: 10 ft
Target: 1 Object upto 1lb/Level
Components: V,S
Duration: Instantaneous
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: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V or S
Duration: Instantanteous
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
First Level:Casting Time: 1 Standard Action
Range/Area: Touch
Target: Creture Touched
Components: V,S
Duration: 24 Hours
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.Endure Elements | Casting Time: 1 Round
Range/Area: Close (25ft+5ft/2 levels)
Effect: One Summoned Creature
Components: V,S, DF
Duration: 1 Round/Level (D)
This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).
The spell conjures one of the creatures from the 1st Level list on Table 10–2. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Summoned Creatures Available - Dire rat, Dog, Dolphin, Eagle, Giant centipede, Fire beetle, Mite (gremlin), Poisonous frog, Pony (horse), Stirge, Viper (snake)Summon Nature's Ally 1 | Casting Time: 1 Standard action
Range/Area: Long (400 ft +40ft/level)
Target: 1 Creature
Components: S, DF
Duration: 10 Minutes/Level (D)
You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all Survival checks made to track the target as if they were 5 lower than normal, and you gain a +5 bonus on Perception checks made to notice the target if it is using Stealth or recognize it if it is using Disguise Tracking Mark
Equipment: Armor/Clothing: Barely Weapons:Magically Strengthened (removes Fragile Quality)Bone Spikes x2 Magical Items:A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon's enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also deals +1d6 points of damage to creatures the wielder has tracked with Survival in the past day.Huntsman's Stone Knife | These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.Muleback Cords Equipment: Tribal Fetish, Wrist Sheath (for Stone Knife), Collection of Animal Calls and Whistles, Waterskin, Ember Pot, Warka Jar, Serpent Line, Roar Cord, Water Repellent Canvas (6'x6'), Burner, Possibles Pouch, Grooming Kit, Fishing Tackle Box, Powder/Ingredient PouchWaterproof Bag inside an Animal Repellent Sack Bag Contents:Signal Whistle, Silent Whistle, Avian Animal Call Whistle, Canine Animal Call Whistle, Equine Animal Call Whistle, Feline Animal Call Whistle, Rodent Animal Call Whistle, Reptile Animal Call Whistle, Ungulate Animal Call WhistleCollection of Calls and Whistles | This 2-foot-tall, vase-shaped object is inspired by the huge warka towers found in inland areas of Senghor and other parts of the Mwangi Expanse. The warka jar is made of lightweight and elastic juncus stalks woven into a crisscross pattern. A fine mesh hangs inside and collects water condensation. Placing a warka jar outside overnight collects enough fresh water for a single creature to survive for one day. When not in use, the warka jar can be collapsed into a pocket-sized cube for easy transportation.Warka Jar | This 30-foot length of rope is braided with musk-cured strips of snakeskin from a variety of desert serpents, and is typically laid out in a 5-foot-radius circle around the edge of a tent or around a sleeping creature. When it’s laid out in this way, common snakes crawling across the desert floor often mistake the serpent line for another snake and shy away from crossing it. Ordinary venomous snakes approaching a serpent line must succeed at a DC 10 Will save or turn away from it, though if they notice potential prey within the serpent line, they may continue to lurk nearby. At the GM’s discretion, an exceptionally aggressive or hungry snake may gain a +2 circumstance bonus on its saving throw. Snakes that are magically controlled ignore a serpent line.Serpent line | This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.Roar Cord | Animal Glue, Common Perfume, Whetbone, Whetstone, Measuring Cord (10ft), Breathing Tube, Candle x3, Chalk x3, Charcoal x2, Flint and Steel, Scent Salts, Sewing Needle, String/twine (50ft), SoapPossibles Pouch | This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.Grooming Kit | This meticulously crafted set of polished wooden lures, colorful flies made of feathers and catgut cord, bone hooks, and cork bobbers can be quite useful in the hands of a skilled fisherman.Fishing Tackle Box | Cooking Powder (10 uses), Salt Tablets (20 uses), Drought Powder (2 uses), Fuel Pellets (30 pellets), Travel Cake Mix (48 Bisquits Worth), Wandermeals (10 Days)Powder/Ingredient Pouch
Vyeggar didn’t want to let on how much his conversation with Sandramine had unsettled him. In the brief time that he had been pressed into working here, he had not seen anything out of the busty woman that even approached fear, so this sudden apprehension on her part felt a bit like having the floor open beneath him, sending him falling into darkness. Weird sh*t just happens here sometimes… and wasn’t that just the truth? He mimed a zipper across his lips, then waited for her to leave so he could watch the view from behind her. He had never considered himself a lusty man, but this place was turning him into a regular horndog. Too bad she thinks she’s so high-class. If I can’t afford the chest, I sure as sh*t couldn’t afford an hour with her… There were also some ethical issues with shagging the boss… not that he really believed in ethics. It was an old idiom: ”don’t sh*t where you eat.” The Bucket Brigade were in enough hot water as it is (in spite of their handling of the late Lungri), and Vyeggar was certainly not trying to make things more complicated for himself or the others. He had promised, sort of. I said I would help them, and I will – but that offer goes out the window if the one-eyed freak is going to use her mind powers to push me around. I only have so much patience, and if she’s going to treat me with the same respect as that black goop, she can take her little chest and pound it up her ass.
He went down the bar and grabbed a tankard and filled it to the brim with cool ale. Honeypot sauntered lazily by, her face drooping with fatigue. It had been a long day for her as well, and Vyeggar tried to whistle her over, only what came out was a quiet breath – and he realized yet again, quite forlornly, that he had no teeth with which to whistle. Anger welled up within him again at the savage beating he had taken, and he thought again about how sweet it had been to kick the captain of the guard to pieces. Not quite tooth for tooth. I paid him back with plenty of interest.
”Hey, sweetcheeks,” he called out quietly in place of a whistle. ”How you holding up? You want a drink and a foot massage?” He offered up a stool to the sensual little kobold woman and slid his half-full tankard along the bar. His thick, muscular arms lifted her up onto the adjacent stool, and he plopped her legs into his lap.
”This damned place,” he muttered quietly while his scarred fingers worked away at the knots in Honeypot’s feet. ”How the hell did you end up stuck here? No, nevermind, sorry. I shouldn’t pry. Your business is your business. I just…” He sighed. ”It’s not just this casino. This whole f*cking city is rancid. Everyone’s just trying to get over on everyone else, and nobody gives a godd*mn about who they hurt doing it.” He closed his eyes. He was thinking about his brothers, about how young they had been when he had essentially been parentified into taking care of them. Momma did her best to pay the bills, but someone had to watch them when they were young, and it wasn’t like we had a father around to lend a hand. He had moved on from Honeypot’s feet and was now kneading her swollen ankles and calves. He was enjoying himself, enjoying giving pleasure to this woman who had been kind to him, who had offered him a chance to let the mask slip, to make himself vulnerable. He could count on one hand the number of people in his life who he felt comfortable enough to open himself to, and he would still have fingers left over. That thought scared the hell out of him. I’ve already got one person she’s weaponized against me, he thought, thinking again of his youngest brother Valdik. I think I’d go mad if she tried to do the same with Honeypot.
The little kobold woman could tell he was feeling maudlin, because it was at that point that she tried her best to distract him with her feet. It had started subtly – just a brush, an innocent little slip – but then she did it again with her other foot, and he realized that she was gently massaging him with her dainty feet. A shudder of pleasure suddenly rippled through him, and for the second time that day he found his body responding to his arousal.
”That’s… ohh…” he moaned softly, and it was at that point that awareness of his surroundings came back to him. ”*sigh* I should probably stop you here before Sandramine or the One-Eyed Wonder catches you jerking me off. Not that I don’t enjoy it,” he said quickly, gesturing to the obvious tent in his pants. ”But I have a feeling that my night isn’t quite done yet. But who knows, maybe in a little bit I could come tuck you into bed?” he said with a grin and a wink. ”And by tuck, I mean fu-“
It was at that point that he caught Sandramine and Liana walking quietly toward the door. His voice cut off mid-word, and he watched them quietly slip out into the cooling night air. Now where the hell are they going at this fine hour? He was not about to meddle in their affairs – Sandramine’s admonishment still echoed in his head – but he also had his doubts about Sandramine’s ability to protect Liana should something happen. The sniper shot that had laid the little halfling woman low still echoed loud in his mind like he’d stood next to the barrel, and the memory of her blood pooling in the dirt was as bright in his mind as it had been in living color. He realized that he might have been lying to himself about how many people he cared about. Is that why? he thought quietly. You’re projecting your fears about your brother onto them, turning them into surrogates. Well it’s not healthy, Vugmuk. They’re adults, just like Valdik was – IS. You spend all your energy worrying about everyone around you, you’ll wear yourself out, and then you won’t be any good to yourself or anyone else.
”I’ll catch up with you later, hon,” he said quietly. He sadly lifted her feet away from his lap, gave her a quick kiss on the mouth, then moved to the door and quietly opened it a crack to keep an eye out for whatever Sandramine was leading Liana to.
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 Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
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 Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
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 Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
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 Sidestep (move 5 feet when opponent misses with attack)
**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)
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)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses 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)
When Sandraminae mentioned Vyeggar's disturbed dreams, that made her curious, but that just went onto the pile of the twenty five other things she was curious about and felt she had to someday investigate.
Liana had no notion yet of whether matters went well or poorly with Kara and Damien with Rennux. Had they escaped the night unscathed, or not? (She imagined that they had seen enough of Tilly's fury to not cross her.)
She caught sense of Sandraminae's urgency and caution in dealing with Rennux. She did not know what Sandraminae was curious about specifically: would the woman abscond with something, mind control someone, escape in the night all bloodstained? Liana had no particular expectations, yet for some reason Tilly's right hand woman wanted backup. So, Liane went: casual-like, but with a crossbow looped over her shoulder that could unleash fiery destruction if something terrible happened.
Yet the conversation was calm, if containing subdued implications and innuendos. She gently touched Sandraminae's hand -- annoyance on the halfling's face as Sandraminae was denying her choice or opportunites. A pastel rune crawled spider-like from her hand onto the elf's. (Sandraminae's perceptions and abilities to sense motives increased by a phenomenal degree for a few moments. If there was something of Rennux she needed to discern, perhaps she would.)
"I hope you are not disappointed. It is a tragedy I did not know your skill, and you could not indulge yourself in my beauty."
Liana bowed, flattered and gracious. "Say not that it is tragic, only that the best fruit takes time to ripen. Other opportunities may arise. "
When Rennux was well and truly away, she reported back to Sandraminae. She finds a private place to speak to her: "She picked Damien and Kara because they are less experienced in these matters. She is, in my opinion, fishing after the main thing: the Chest."
"The rumor has gotten out that there might be something special about the Bucket Brigade. Lungri had speculated whether there was some other plotter or schemer behind us, and he wondered aloud, 'Pontifex Seagrave?! Alexander Black-Cat?! The Harkanors?! Thestat?! Big Wolf?!'. Poor fellow lost his head after that. But, I have a hunch he was on to something."
"The Harkenors specialize in thievery and double dealing as a matter of pride, but Rennux came here to learn, not because she knew. "
"The Bigs -- you know I have some animosity toward them -- well they are outsiders to Julianople, and this was an inside heist. They are clumsy but forceful and ... hmm ... amassing firearms, or trading in them."
"Of the other factions speculated about: Pontifex Seagrave, Alexander Black-Cat, Thestat -- I know little to nothing about them. Could they be engaged?"
She yawned. She kept her eyes on Sandraminae for a response, and her ears open. But she kept yawning. Time for a rest.