Having done all he could for now to identify Ariadne's apartment, Grim made himself comfortable and waited, and watched. As the minutes stretched into what seemed like hours, Grim grumbled quietly, an evening on watch with Damien or an evening in bed with the Lovely Emerald. What had he been thinking picking the former? Grim chuckled to himself and rolled his eyes as he resumed his watch, splitting his attention between the road and Damien as his companion silently approached the building.
Before long he spotted Ariadne approaching, with Tarbin. Grim's grin grew even larger as he watched the two approaching, glad to see his suggestion was working, the young woman seemed quite smitten with the statuesque Mr Haldar and much friendlier than they were lead to believe she would be. As the couple approached, Grim noted there was no sign of Kara or Liana following, although he knew if they were indeed following behind he was unlikely to see them, they were very adept at moving around unseen when needed. Vyeggar on the other hand was not so skilled and as he passed Grim's position, apparently oblivious to him, Grim saw he was playing to his strengths and made no attempt to hide his position. A man of his size and appearance trying to be inconspicuous would have the opposite effect, Grim knew this and was glad to see Vyeggar appeared to realise it as well, despite his best efforts to hide the fact, Grim knew the Half Orc was a lot smarter than he made out.
From his position at the side of the street, Grim started to call on his magic, ready to send a message to Vyeggar when his attention is caught by the two figures following the man. Two women, One human, one Gnome, both attractive and both screaming of magic. His eyes are wide as he watches them following VYeggar, the magic he was calling on faltering and fading away as he looked at the Gnome, his mind in shock, thoughts racing
Thats Impossible! What is?! how is?! What!
There was so much going on, so many unique people collecting in the street Grim was at a loss for a moment on what to do, but with a steadying breath he called once more on his magic, he needed to do something quickly before things turned to Chaos. Once more he called to his magic and cast out his spell, muttering the words and throwing then out on the Aether to their target
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:6 / 7 rounds[/color])"]At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing ([color="Red Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each (Message Used) Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each (Whispering Lore Used) Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
The suggestion to change had been just that a suggestion and Tarbin did not push the point. He was not overly worried that Ariadne would be accosted due to her state of dress while he was with her though in the future if she were travelling alone then it would actually be more of a concern.
”Ha He who rolls? Is that so?” Tarbin replied with an amused chuckle. ”I would be most curious to see what a church of Shlka actually looks like though I guess the smell could be somewhat of a challenge…” Tarbin replied.
Tarbin then frowned at the mention of the priest of Jenne. ”Now that rings a bell… think I was warned about him while on bouncer duty… what was he supposed to have done?” Tarbin questioned with a slightly raised eyebrow.
”Now I’m sure I won’t be disturbing Miss Tilly… I’m not exactly planning to be climbing in to her bed or anything when I get back…” the large man replied with the slightest hint of a smile though it was justly for show as he could see the look of fear in the young woman’s eyes.
Tarbin’s eyes then briefly widened for a second as he heard a whisper in his ear that did not come from Ariadne.
”Actually before we part of you’d do me the kindness there is something a little personal I would like to talk with you about…” Tarbin declared as he reached out and placed one arm over the young woman’s shoulders and suddenly steered them in a new direction away from the young woman’s apartment… ”I’d err rather your boyfriend not hear what I have to say…” Tarbin added in explanation of the sudden diversion. ”You did say you live with your boyfriend right?” Tarbin questioned as he glanced about looking for the signs of an ambush.
Typical, Vyeggar thought with no small amount of disgust. So much for discretion. He watched from a distance down the street, his sharp orc eyes able to see Tarbin whispering sweet nothings into the delightfully delicate ears of the lovely Ariadne. They were the only two that Vyeggar could see; allegedly, Grim and Damien were out here, holed up, watching for movement that would indicate the presence of the dumb girl’s boyfriend and his idiot gang. Vyeggar flexed his fingers and listened to the loud pops of his knuckles. He tilted his head from side to side, hearing the much louder pops of his vertebrae. He wanted to fight, and despite how lucrative his shift at the conch shell game had gone, a small part of him regretted not teaching those little halfling pups a valuable and painful life lesson in the ring instead. But that was the past and could not be changed. He could no sooner brawl with the halflings than he could recoup that evening’s earnings which he had given away in a momentary lapse of weakness and vulnerability to that sweet goblin whore. Well. First time for everything.
The street seemed deserted, save for the three of them. Or – no, four; he’d forgotten about the strange woman behind him talking to a rock. That’s rich, her, talking to a rock, and yet they had the nerve to call me a drunk.
Wait.
Wait.
THEY?
Vyeggar turned around – slowly. In the fading glow of twilight, his golden eyes were like two polished amber gemstones, each flecked in the middle with a dot of obsidian which were slowly widening as the dark of night continued to descend. He looked at the woman and blinked as he looked past her at the second woman. His ears had not been deceived, for his eyes indeed saw two figures to go with the two voices. His mind wished it could have been false, for one of the pair appeared to be floating.
Maybe I am drunk? It could certainly have happened. He’d done stupid things before when he was drunk. He vaguely recalled telling Tilly that he’d be more than willing to help her out with more grunt work, and that, on top of getting so friendly with the rest of the Bucket Brigade, told him that yes, in fact, he was indeed drunk, and everything around him was just a product of a near lethal amount of alcohol coursing through his veins. This all around him, as real as it seemed, was nothing short of a very vivid hallucination. Boy, I must be bad off, for real this time. I must be unconscious somewhere – or in a coma? That’s probably it. That goblin got me good and drunk, robbed me, and left me for dead back in the room. That sorted, he gave the world around him a sheepish grin. ”Hello, world! Nothing you can do to me matters because this is all a dream! Yup, I drank too much and now I’m passed out back at the casino!” He gave a little jump up in the air and tried to click his heels together like he’d seen some of those fancypants dancers Tilly had working for her. Of course, Vyeggar was no dancer, nor was he especially dexterous, which was probably why he completely botched his jump and ended up falling flat on the ground with a painful thud that drove the air from his lungs. He’d fallen half on his side and now the point of his elbow was throbbing with the pain of the impact. That was real pain. This was real. Those two women, as crazy as his mind hoped it was, were actually there. And, in fact, what he had heard was real as well, he was beginning to realize: ”I paid a lot for your service, you know. I expect it to be good. Do you see the girl?”
“Do you see the girl?”
There was only one girl in the street, and that was Ariadne. These two, whoever – whatever – they were, were here for Ariadne, or whatever it was she was supposed to be carrying. And if that were the case, then perhaps it wasn’t the boyfriend he was supposed to attack at all. Perhaps it was these two?
Vyeggar got up. It wasn’t hard to pretend to stumble because he’d jobbed his knee pretty good when he’d landed. He was definitely awake, and this was definitely real, and unless he did something quick, these two weirdos were definitely probably going to try something unpleasant with Ariadne. They already thought he was drunk – what was the harm in leaning into that?
Vyeggar swayed slightly on his feet and ambled vaguely toward the two women while keeping his head aimed low like he was not actually focused on anyone. He had changed back into his personal clothes prior to ducking out from the casino. He’d always fancied himself as stylish, but his garments were still ripped and torn from the beating he’d received when they'd lost the chest. On top of that, Tilly’s words about the scum-bucket’s staying power had proved to be prophetic, for he still smelled like traces of whatever goop he’d helped scoop into the river. All told, it couldn’t hardly be too much of a stretch of the imagination to view the half-orc as anything more than a filthy, disheveled drunkard. He’d dusted himself off from his fall and was looking around dazedly. The two women seemed to have written him off as harmless and were walking/drifting toward Tarbin and Ariadne. He shuffled aimlessly along the sidewalk, not looking where he was going. When it seemed like they were nearly upon him and were about to pass him by on the side, he caused his shuffling feet to suddenly tangle like an uncoordinated drunkard’s might.
”Wh- whoa, ‘scuse me, ladies!” he mumbled as he fell, his forward momentum carrying his large frame
Standard Action:Rolls. Nat 1 (4) to trip the red robe into the gnome.
Swift Action:
Free Action:
Movement: using a move action to activate the feat Toppling Pileup for a minute. As we're not currently in initiative, I imagine I could have activated it and then used some/all of the minute to move into position to make my trip attempt. Not that it ended up mattering since I crit failed on the attempt.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
The lack of proper rest left Damien ill-prepared for the amount of patience he was having to display at the ineptitude of some of the parties involved in this. Not only was this puffed up, wannabe gangster elf using bottom of the barrel help on a sensitive job, but he'd purposefully decided to arrange the hand off of the item in the same place, at the same TIME, as a brokered sale for the very same item with what Damien could only assume was a dangerous individual not to be trifled with.
At least, that's what the vishkanya had to assume based on a cursory look at the gnome entering the area; hard to imagine her arrival was coincidental after having just heard they were planning to sell to a gnome.
This was... messy. Too many players involved. Too many unknown variables. Maybe if their job here wasn't to protect someone it would be different, but the girl was here already, totally unaware that she was being caught in the middle of what was about to be a pretty noisy (and likely deadly) conflict. No... if they were realistically going to keep Ariadne safe, it wouldn't do to get caught in a three-way fight. Damien tried to think of a plan on the fly, taking advantage of the momentary distraction as Vyeggar ran faux-drunken interference. Ambushing Big Fox and his goons directly was out of the question now... but maybe striking out at them in a different way wasn't.
'This is only going to work if I'm right... and the gnome doesn't know Big Fox doesn't have the gem yet. That elf better have been that smart at least.'
Keeping himself pressed to the shadowy wall by the window, Damien quietly cleared his throat as he channeled a bit of magic into a message.
"You're walking into a trap. The second Big Fox has your money, he's going to turn on you... unless you make the first move."
As he spoke, barely above a whisper, the words found their way into the strange gnome's ears. Hoping the warning would be taken as intended and not perceived as a threat of some kind, Damien unslung his crossbow, knowing he'd probably be using it soon regardless. Bringing a bolt up to his mouth, the vishkanya ran his tongue across the tip of it, coating the ammo in saliva before he loaded it into the weapon.
Action: Cast Message, targeting the strange gnome. Swift Action: Toxic - Damien coats the bolt in his crossbow with Injury; save Fort DC 10 + 1/2 the vishkanya?s Hit Dice + the vishkanya's Constitution modifier (14); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.vishkanya venom. Free Action: Monster Lore - Goblins w/ Knowledge Nature (whiffed, rolled an 8).
Tarbin had asked about the old man who came into the casino, and when he did, the humour in Ariadne's eyes left. "He killed her." Then her face twisted. "Well... no... he nearly did. Some of the others at the casino, they told me about this ritual he was trying... basically, he locked her in his basement to try and 'connect her to the subconscious'. Drugged her up and left her. She got out, but... well... in the state she apparently was in, she'd be dead in half a day." She looked out to the city streets, as if the girl would appear at her mention. "The ones at the casino who knew about it... they say when you go to the Meditation Gardens, you can still hear her wails... and I thought the Sophiites could be dangerous..."
But then the large man suddenly grabbed her. He might have done so in a friendly gesture, but Ariadne was already on edge. One of her hands slapped onto his ribs, ready to push him away. She was weak enough that the muscular man barely noticed. Her other hand, however, went to the second of her coin-purses. From it, she drew not a fistful copper or gold, but a glorious looking gemstone. It shone with every colour of the rainbow. As she did, every hair on her arm stood up, and even her and Tarbin's cloaks shuffled in the air, as if they were gasping at the raw energy emanating from the gemstone.
"Mister Halder... I know you mean well... please don't make me hurt you!" Ariadne hissed very quietly. "It's my ticket out of Tilly's ****ing grasp! I won't hesitate to use it!"
Further away, a different confrontation was taking place. A "drunken" stumble from Vyeggar sent him careening into the robed human woman. There was an attempted trip, a nimble bit of footwork, and Vyeggar caught his foot in the robes and collapsed by her side. The woman and the gnome barely registered him. However, while Vyeggar was mid-air from landing directly onto his nose and ruining his already ruined face, he noticed something odd.
The gnome... flickered. Like a candlelight. She was there. She wasn't.
"What was that?!" the gnome snapped.
"Nothing, Missus Grimzinta, just the drunk again," the human answered robotically. She had begun to step away from the prone half-orc. "This city's full of them."
"No, no, it's not that," the gnome insisted as she flickered again. "Something's interfering with your trinket."
"Hmmm... sometimes other spells can cause problems," the wizard mumbled. She outstretched a full arm in front of her. It spun as she declared "Detect." The tattoos on her bald head suddenly shone, and she began to follow nothing at all. A strange smoke only she could see. "That's the Prism Gem... but I sense other spells... I sense..."
"Message Spells. It's an ambush."
The human's eyes widened, and her mouth fell open to question the gnome. The gnome who, despite it all, seemed thoroughly unbothered. "How can you possibly tell..."
BOOM!
The entire world stopped. The human looked. Ariadne looked. Up above the casino worker, exactly where Liana had fired a crossbow bolt, there was a smoking tube of metal poking out of the window. Her other bolt, sadly, fell short of its target, scattering onto the ground.
The smoking tube lilted back and forth. A telescope suddenly tumbled to the ground and shattered into pieces. Then, following it, was a goblin with a crossbow bolt in his eye. He fell with a gurgle from the high building all of the way down like a sack of fish, and when he landed on the cobblestone just a few feet in front of Grim he splattered into chunks of red viscera, almost looking like jam, save for bits of brain and bone which scattered all over. At long last, however, his weapon fell. It collapsed down and let out that ear-destroying BOOM! once again as the leftover gunpowder inside of it exploded.
There was another urgent, albiet quieter, bang. Right in front of Damien, a door suddenly flew open. Four goblins shoved their way out, all of them brandishing little shortswords and even shorter daggers, just perfect for the up-and-coming goblin criminal. None of them had even noticed Damien as he stood directly behind them.
Immediately following them was, obviously, their leader. He did not seem the type to associate with goblins in Julianople. He clearly belonged in a villa. An elf boy, fined dressed in a short toga made to impress rich girls who liked danger. He was tall, young, beautiful and athletic, tending to his short red hair with one hand and with the other idly playing with the clasp of the pouch that hung from his waist. The most distinguishing feature about him was a tattoo on his cheek - a curved fang with a crack running from base to tip, blood dripping from the end. He, too, seemed completely unaware of Damien.
One of the goblins suddenly pushed his way to the front of the little pack. "Ariadne! Where are you?!"
From behind Tarbin, Ariadne had to jump up to even see the goblin. "Sliggitz! I'm here! What's going on?!"
The other goblins, however, were clearly not so independent. "Hey, Big Fox?!""What do we do?!""I was just about to ask that, moron!"
The elf had no immediate answer. He first looked to the "remains" of one of his snipers, or rather the puddle containing five fifths of a shattered musket. Then he looked to Tarbin and Ariadne. Finally, he looked to the gnome and the human woman. Then he decided on a course of action as he lifted up a pistol in the air, swinging it as if it were a sabre and he was a general on the battlefield.
"That does it! New plan! Kill everyone!"
Location
Map
Season
Day
Time
Weather
Burnett Mews South
I7
Harvest
104 of 120
1:21am
Clear
Initiative
First
Damien
Second
Goblins
Third
Vyeggar
Fourth
Tarbin
Fifth
Grim
Sixth
Liana
Seventh
Big Fox
Eighth
Wizard
Last
Ariadne
"Hooray!""Killing everyone!""We can do that!"
The gaggle of giggling goblins ran forward so cheerily that they managed to knock Big Fox off balance, making him curse and swear. They just let out cackles and went to work. But just as they started to move...
BOOM!
It was from further away. The opposite end of the street. But Vyeggar saw the effects as, all of a sudden, the human woman was struck and her right shoulder exploded. Gore painted all over him, and it took a second of shock for him to realise it was not his own. Then he heard the piercing scream as the woman buckled and let out an agonised wail. There was a great tear in her robe that revealed a great tear in her body - her arm looked almost entirely detached, hanging on merely by exposed bone and strands of thin muscle.
The beautiful gnome, however, clearly had no sympathy, as she began to outright flash in and out of existence. "By the Eighteen, concentrate on the spell! You fuc-" She blinked out, and whatever insult wasn't finished until "-verly priced bint!"
Then a goblin suddenly appeared by the woman's side, shortsword in hand. He looked at her. He looked at the gnome. He looked at Vyeggar. Without any word from his master on who specifically to kill, he settled for vaguely waving his sword as if he could hit everyone, and instead hit no one. His companion targeted Grim, ran a few feet forward as he drew a knife, and threw it way over the gnome's head, while maniacally laughing as if he had just killed the entire city guard.
The last two looked to each other. "Protect the boss! I'll kill your girlfriend!"
"Wait, what?!" Sliggitz responded in horror. It was too late to stop him as he began to run forward, following the cackling goblin. "Don't kill my girlfriend!"
"Forget the whore, Sliggitz, protect me!" Big Fox cried out dramatically.
That actually did make Sliggitz stop, and he could only watch as the goblin drew a throwing dagger and hurled it towards Ariadne. Tarbin was already there, and with just a roll of his shoulder the handle of the dagger bounced harmlessly away. Behind him, Ariadne had drawn her gemstone as if it was a knife.
"Sliggitz, what do I do?!" she screamed.
"Just throw it over here and get out of here!"
However, that instruction was too much. She pointed it directly at Tarbin, tears in her eyes, her arms shaking as the gemstone glowed blue, then red, then violet, then yellow, all in his face. Timidly, she whimpered, "What do I do?"
NON-PLAYER CHARACTERS
Participants
Big Fox
Stupid Goblin (Black on Map)
Idiot Goblin (Blue on Map)
Moron Goblin (Red on Map)
Sliggitz (Green on Map)
Sniper (Eyeball suggests general direction, not on map)
Wizard
Ariadne
Currently
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
UNKNOWN!
FRIENDLY!
Status
Healthy (Max HP)
Healthy (Max HP)
Healthy (Max HP)
Healthy (Max HP)
Healthy (Max HP)
Healthy (Max HP)
Major Injury (>33% HP)
Healthy (Max HP)
Move Action
None as of yet
Move 30ft towards Wizard
Move 15ft towards Grim
Move 30ft towards Ariadne
None
None
None as of yet
None as of yet
Standard Action
None as of yet
Swing Sword
Throw Knife
Throw Knife
None
Fire Musket
None as of yet
None as of yet
Targeting...
Not his turn
Wizard
Grim
Tarbin
No one
Wizard
Not her turn
Not her turn
Actions
Not his turn yet
Attack 4 FAIL
Attack 9 FAIL
Attack 9 FAIL
None
Attack 20 SUCCESSDamage 6
Not her turn yet
Not her turn yet
Misc.
Holding the Prism Gem
Last edited by Lentil Sponge; Jan 16th, 2023 at 07:17 AM.
Okay then, Vyeggar thought as he got to his feet and watched the world around him descend into chaos. Now this, I can do. Out of nowhere, a spray of blood spattered his clothing as the red robed wizard beside him and the gnome grew a crossbow bolt from her arm. He stared impassively at the screaming woman and shrugged.
"Yeah, it's a tough ol' world, huh? Well, least you have the other one." The half-orc bent down and using a move action to activate Belier's Biteretrieved the jagged edge of a bottle lying in the gutter. One of the little goblin bastards was running over, chittering in the stupid high-pitched language their people used. Vyeggar
"Why don't you get the hell out of here before I put your sorry ass into the ground," he growled at the wounded goblin. He smiled brokenly at the goblin and gestured with the other hand for the tiny beast to try his luck against him.
Standard Action:Rolls. 21 to hit the black goblin for 5 total damage.
Swift Action:
Free Action:
Movement: using a move action to activate the feat Belier's Bite (adds 1d4 bleed damage to unarmed strikes). One remaining use of martial flexibility for today.
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
Liana's first instinct was to retreat around the corner, putting solid wall between her and the sniper. But she suppressed that instinctive clutch of fear. There were a lot of goblins. And she was conscious of the danger her allies were facing. So, in zeal for her party's safety she advanced towards the battle, putting three of the opponents into close range.
Liana moved thirty feet to the north-west, putting her about ten feet from the closest goblin.
Still remained in the Piercing Rays stance, she performs a spinning-shot barrage. With lightning speed, snap, snap, snap, she fired three shots, one at each of of the goblins.
Her first shot missed the idiot goblin; her second struck the moron goblin closest to her with a deadly flaming blow; the third also missed the Sliggitzlast.
She spotted something as she moved closer. A distinctive emblem. That focused her mind. She wanted that elf, alive, long enough to learn whether he knew about the man who had called himself Big Dog.
"Grapple that elf," she suggested to Vyeggar. "He may know something."
She was unsure whether Vyeggar would listen to her, or even care if he heard. And she didn't explain why she thought the elf might know something. (It was actually her own business, so far as she knew, not his. Maybe she would wind up owing the awful lug something. If they survived.)
Pulse pounding the chaos unfolded around her. She could only track a fraction of it. Glowing jewels? Flickers of a magical gnome? It was too much to understand all at once so she focused on what she could grasp.
Continuing: Golden Lions Roar. +2 morale to attack and damage for 2 more rounds
Stance of Piercing Rays. +1d6 fire damage to ranged attacks.
Swift:.
Move: 30' to the north west
Standard: She will do a Barrage Sphere barrage action (-2) using deadly aim for (-1/+2), and performing a Spinning Shot: which gives +1 extra attack but all attacks must be against different targets
Tarbin hardly noticed the slap when he began to steer Ariadne away and to the casual observer it may have looked like the young woman had affectionately placed her hands upon the man’s chest. ”You won’t hurt me…” Tarbin replied softly with an inner confidence though he did eye the amount of energy the gem seemed to be giving off with a raised eyebrow.
The streets then erupted in to chaos and explosions seemed to be going off all over the place. Tarbin instinctively shielded Ariadne with his body but fortunately none of the shots were coming their way. The same however could not be said for the goblins and they began swarming in their direction. Turning to face the oncoming goblins the former gladiator deflected the thrown blade without fully registering it’s presence. ”Rude!” Tarbin then declared as he stared down at the little goblin.
Reaching in to the fold of his clothes Tarbin then pulled out of all things a simple looking rock that he kept for such occasions. Tarbin briefly registered the look of confusion in the goblin’s eyes before he drew back his arm and with an almighty throw he hurled the rock forwards (hopefully smacking the goblin straight in the face).
”Stay behind me I will let no one harm you!” Tarbin declared resolutely. ”And keep that shiny bauble out of sight…” Tarbin added as almost an afterthought as he repositioned himself to stand between Ariadne and everyone else.
”Sliggitz this is your one chance, do what is right and help me keep Ariadne safe from that b______d elf!” Tarbin called out as he locked eyes with the hesitating goblin.
Tarbin then turned his eyes on the elf and a cold anger slowly began to bubble up inside of the large man’s stomach. He wanted nothing more than to rush over and grab the elf by the throat and slowly squeeze his secrets from him but Tarbin would not leave Ariadne’s side. He would not let another innocent die… ”Never again…” Tarbin quietly muttered to himself as he narrowed his eyes.
Continuing to use self sacrifice on Ariadne
Improvised weapon attack on moron goblin
Dice Rock to hit moron goblin:
1d20+4
(10)+4
Total = 14
(vs flatfooted AC due to catch off guard feat)
Dice Rock damage:
1d4+4
(3)+4
Total = 7
(presumed damage of throwing a rock to be equivalent to a throwing dagger)
Last edited by Alatere; Jan 17th, 2023 at 03:17 AM.
Damien's eyes narrowed as he watched the gnome flicker in and out like candlelight. Something was wrong... the gnome seemed not to be entirely here, but as Damien cast his spell, there seemed to be something to suggest recognition. Had she heard him?
But before he could put two and two together on his own, all hell broke loose. The loud shot from above drew attention from most assembled, but it was quickly outdone by the second boom and accompanying splatter of dead goblin impacting the street before them all. Before Damien could attempt to rally the others, Big Fox and his men were at the door, bursting out in front of him ready to engage. For a moment, the vishkanya thought he was a goner... but his quiet step had served him in good stead here, and none of the gangsters appeared to have noticed him. Instead, Big Fox issued the kill order, and while most of the goblins failed to deliver, one particularly skilled shooter made quick work of the unnamed human woman's shoulder; terribly unfortunate for her, but it made the gnome's nature perfectly clear as she literally vanished and reappeared, clearly manifested here via some kind of spell. So, the human was here alone, wounded.
Perhaps they COULD be bargained with in the aftermath after all.
Taking advantage of the shadows, Damien took a step back, raising his weapon and leveling it right at Big Fox as he fired the poisoned bolt. The angle was poor; barely able to land a glancing blow. Still, a slice across the cheek was more than enough for his venom to do its job.
"Some advice Fox, one professional to another; pick your help better."
Grim was familiar with flintlocks from his travels, he had never had the opportunity or resources to use one himself but he had seen and heard of them. But hearing of one and actually hearing it in use were two very different things, He thought he had been prepared and steeled for the rapport of the weapon but even he was surprised and shocked by the earsplitting roar as it sounded above him. He had barely recovered from his shock when the body landed close by and he was covered in blood and viscera, drawing a stream of angry swearing from the gnome in an encyclopedic display of profanity in a multitude of languages as all hell broke lose around him.
Despite the tirade of swearing and the small cackling form of the goblin approaching him flinging knives wildly, His attention is focused on the Human and the Gnome, clearly displayed now as an Illusion as her image flickers in an out of existence. Most likely summoned by that stone the wizard is carrying and needing concentration to maintain the link, it will explain how she could be there in Julianople, thankfully in spirit not in person. I need to get that stone and break the link before she makes things worse
The scream of the wizard as her arm is practically torn from her body provides him with the opportunity he needs and with a brief glance at the still approaching Idiotic goblin, Grim gives him an offensive goblin gesture before vanishing from sight, tapping his innate magic, channelling the serpent Naga spirit in his blood and turning invisible, quickly moving away from his position and quietly making his way towards the injured wizard to relieve her of the channelling stone
Turn Summary Initiative: Move: Move towards Injured Wizard Action: Trigger Bloodline Power - Vanishing (Invisibility) and Stealth towards Wizard 41 Bonus Action: Reaction: Other: Conditions:
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing (1 / 7 rounds) Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each (Message Used) Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each (Whispering Lore Used) Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
For a second, Big Fox hadn't even noticed Damien's shot. After all, it was such a minor, glancing blow. But then the poison set in. Then the pain. His cheek began to go dark as the veins began to grow and pulse. His delicate fingers went to his cheek, patting the bulges. "Argh! You dirty rat!" he squealed boyishly, before turning around and planting a bullet into Damien's belly with a thunderous BOOM! There was smoke and the smell of cordite, and when the cloud faded it revealed the elf wearing a nasty, self-satisfied grin. He made a proud declaration. "Filthy vishkanya! You shall beg me, Big Fox, for mercy! I run this city, you know!"
The threat might have carried some weight if his goblin entourage had followed up on his words. The one who had targeted Ariadne had his head cracked open by Tarbin's throw, spinning him several times over. He stopped spinning when Liana's crossbow bolt passed cleanly through him from temple to temple. He was still spinning until he toppled to the ground dead.
The other was smashed by Vyeggar's vicious blow, but was still alive. He made a wild swing for Vyeggar, pained wails with glass in his face, easily dodged. The second, seeing his target suddenly vanish, turned to the deadly halfling with the crossbow who had just slain his partner. He made an epic charge, short-sword swinging, and managed to overcommit to a ridiculous cleave and hit the cobblestone between her legs.
That left Sliggitz, who was still paralysed in indecision.
The wizard, meanwhile, had made her choice. "... Protect..."
"No, focus on the girl!" the gnome hissed. "This has all been pointless and you don't get paid if you don't get my..."
She stopped.
She turned.
Looking directly at the invisible Grim, as plainly as if he was dancing in front of her. Her eyes widened in shock, and a small measure of disgust.
"Kitwi-"
She blinked out of existence.
"Thank the Eighteen," the wizard huffed as a pale blue aura began to shimmer around her, looking like armour made from mist and dust. She patted Vyeggar on the shoulder with her good arm, said "Thank you," and then marched her way towards Ariadne. "You! Give it to me!"
Ariadne shrunk a little behind Tarbin. "Where's my guarantee you'll pay-"
"If I don't have that Gem, we both die!" the wizard insisted. " can sense that weapon! I know it's power, I can use it better than you can!"
Sliggitz finally acted. He ran towards Ariadne.
"Boss, I'm getting the Gem!" he told Big Fox, before the elf actually registered, before he insisted. "Ariadne, she'll just kill us all and keep all the money! Throw it to me!"
Ariadne stayed behind Tarbin, but she made her decision on who to trust. She drew the Gemstone out of its purse and threw it towards her beloved...
... though she was a terrible shot, and instead it bounced rouhgly off of the back of Tarbin's head and onto the floor inbetween him, Sliggitz and the wizard. Sliggitz tried throwing a knife to the wizard, and it landed in her chest, but her armour caught it and left it dropping harmlessly to the floor in front of her.
The gnome finally winked back into existence once again, her gaze darting around. She settled onto the Prism Gem on the floor and blinked. "... huh. Interesting."
NON-PLAYER CHARACTERS
Participants
Big Fox
Stupid Goblin (Black on Map)
Idiot Goblin (Blue on Map)
Moron Goblin (Red on Map)
Sliggitz (Green on Map)
Sniper (Eyeball suggests general direction, not on map)
Wizard
Ariadne
Currently
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
HOSTILE!
UNKNOWN!
FRIENDLY!
Status
Minor Injury (>66% HP)
Major Injury (>33% HP)
Healthy (Max HP)
DEAD!
Healthy (Max HP)
Healthy (Max HP)
Major Injury (>33% HP)
Healthy (Max HP)
Move Action
Move 15ft towards Grim
Bleed everywhere
None
None
Move 30ft towards Ariadne
Standard Action
Shoot Pistol
Swing Sword
Swing Sword
Die
Swing Sword
Reload
Cast Mage Armor on Self
Throw Prism Gem
Targeting...
Not his turn
Wizard
Grim
Dead
Wizard
Wizard
None
Herself
Actions
Attack 16 SUCCESSDamage 4
Attack 11 FAIL
Attack 13 FAIL
Dead
Attack 10 FAIL
None
None
None
Misc.
Poisoned!
Anyone between the yellow lines next turn is a potential target. Anyone directly behind another creature from Sniper's perspective is safe
Last edited by Lentil Sponge; Jan 20th, 2023 at 08:26 PM.
She felt a pang of pity for Ariadne. The poor girl was being manipulated by a boyfriend who worked for a boss who had heartlessly commanded "kill everybody". And yet she still threw the magical gem to him? Well, one of her allies must sort that out: in the mean time Liana had a warrior's job to do.
Few would have mistaken Liana for a simple nightclub entertainment worker right now.
With fierce zeal, her psionically split mind worked overtime; one part passionate with battle-rage, the other part coldly analytical and working out the odds.
She took a tactical step 5' south; she augmented her own attack's precision. This aiding of another (even herself) allowed her to recover her Golden Lion's roar. She then immediately roared! Her allies were inspired to Her and allies get +2 to hit and damage, morale bonus, for 3 rounds.new heights of combat vigor.
She repeated her spinning shot trick, Her aim is good, she probably kills two of themtargeting all three goblins. Her hands moved with skilled extraordinary speed and precision. Click -- thwunk, Click -- thwunk, Click -- thwunk.. The Stance of Piercing Rays cause the night to light up as she hurled out flickering bolts of fire.
"Grab that elf! Take him down!" She has her own goals. Questioning that elf is almost as important as saving lives, and ranks well ahead in her mind over people's obsession about a glowing gem.
Stance of Piercing Rays. +1d6 fire damage to ranged attacks.
Free: 5' step out of AoO range from goblins.
Move: Aid Another (self) for attacks.
Swift: Repeat Golden Lions Roar: Her and allies get +2 to hit and damage, morale bonus, for 3 rounds. Shared with all PCs including Viagra.
Standard: She will do a Barrage Sphere barrage action (-2) using deadly aim for (-1/+2), and performing a Spinning Shot: which gives +1 extra attack but all attacks must be against different targets
"Ahah. Ahahahahah. Oh, man. Oh man, you're killing me. Figuratively, of course," Vyeggar chortled as he moving out of threatened square, triggers AoOface-pushed the nearby goblin away from him and half strolled/half danced in the direction of the fallen gem. He winked at Grim, who apparently knew? the gnome from the stone. So much of the situation was stupid and foolish and made him wish that he were back "home," in the casino. He really, really wanted to punch most of the people here, but he had a much more practical idea.
"You want a stone? Oh, you must mean this stone," he nonchalantly asked the elf as he strolled over and bent down to pick it up from where it sat in the middle of the street. "Sure, you can have it. All you have to do is come and take it from me, pretty boy." He blew the stupid elf a kiss, then looked in the direction of the incredibly vapid Ariadne.
"Why'nt you run on back to the casino. Don't want you getting hurt, and you probably don't want your idiot boyfriend's blood splashing on that pretty face of yours."
Standard Action: Move action to pick up the gem
Swift Action:
Free Action: taunting everyone I can
Movement: moving 30 feet to the square with the gem
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)