Vishkanya Venom: Injury; save Fort DC 12 + 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.Notes
The wizard was apoplectic when Vyeggar picked up the Prism Gem. "You idiot! Touch that wrong and you could blow us all... aaaaall..." Her movements dulled. Her eyes lidded. She stumbled a little. "Wh-who's doing..." For a moment, she tried to find the one who was putting her to sleep, but then it overtook her, and she dropped to her knees, then to the floor.
As she collapsed, the beautiful gnome was staring at empty space, and she glared at it with a mighty hatred. She said something in a language most of you did not recognise.
But then she smiled, and she began to laugh cruelly. As she did, out of her beautiful hair... spiders. Hundreds of them. No, wait - they were her hair. And her head was ants, as it collapsed into her body of beetles and her arms and legs of wriggling worms and spitting flies and buzzing bees gnawing at the ears. As she vanished as if she was never there, all of the insects suddenly rushed towards Grim as his invisibility spell dissipated. But the insects, before they reached him, vanished like snowflakes in summer.
Big Fox had to leap out of the way of Damien's crossbow bolt, which buried itself in the wall where his belly had been. At the comment by the vishkanya, the elf scoffed and spat. He managed to summon some amount of grit, and power through the venom. His veins stopped growing, and his pretty face began to alleviate, just a little. "I will run this city one day! You'll see! Everyone will see!" he squealed, before he lifted up his gun, pointing it directly at Damien.
Before running in the opposite direction.
He dashed around the corner, his back flat against the wall as he hastily reloaded his pistol, eyes widening and hands shaking. As he did, he finally saw what was going on with the battlefield. Vyeggar, his hands on the Prism Gem, blowing him a kiss. One of his goblins dead. And worst of all, a halfling spinning and screaming, her crossbow hand ultra fast as it powered through. Another of his cohort dead. Sliggitz dropping to the ground, prompting a wail from Ariadne.
"Aaaaaaaaah!" Big Fox squeaked and screamed, more panicked boy than fearsome gang leader. His eyes met Liana's. "S-someone kill her!"
BOOOOOOOOOM!
Liana had hit the ground before anyone could even see where she had been hit. A rainbow of crimson blood was thrown across the street. Was it the heart? The head? Didn't matter - she was out of the fight.
The goblin by her flinched. He had gotten lucky avoiding the crossbow bolt, and now even the thunder-crack of the sniper had set him on edge. He looked for his next target, and found it! The gnome he had tried to throw a knife at earlier! With a hyena-like squeal he barreled into Grim and began stabbing. Unlike his companions, he actually managed to hit his targets, puncturing Grim's ribcage and making the gnome's belly feel like it was on fire.
Ariadne had only eyes for one casualty.
"Sliggitz!" she screamed, ignoring Tarbin's advice and running to her boyfriend. He was not doing well either. Liana's crossbow bolt sat in his chest, blood pouring out of him. She rushed to him, pulling him to his feet. "We have to get you out of here! We have to..."
"Sliggitz!" Big Fox suddenly roared - seemed he could be perfectly intimidating towards someone he thought he could bully. His weapon was reloaded and he pointed it directly at Ariadne. "You stay and fight or I put enough holes in your whore-girlfriend to service the entire Dead Mermaid!"
"He's bluffing! Once I sell the Gem, we can find - what are you doing with that knife?!"
What Sliggitz was doing with the knife was a... very... very weak underarmed throw towards Damien. It dropped to the ground about 10ft away from him and skirted along the floor. Sliggitz then too dropped, to his knees, almost sending Ariadne to the floor with her. She glared to Tarbin and Vyeggar in panic and desperation.
"Wh-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
Minor Injury (>66% HP)
DEAD!
Healthy (Max HP)
DEAD!
Critical (>33% HP)
Healthy (Max HP)
Major Injury (>33% HP)
Healthy (Max HP)
Move Action
Runs 30ft around the corner
Move 5ft towards Grim
Run 25ft in front of Sliggitz
Standard Action
Reload Pistol
Swing Sword
Swing Sword
Throw Dagger
Shoot Musket
Goes to Sleep
Targeting...
None
Vyeggar
Grim
Dead
Damien
Damien
Liana
None
Actions
Fort Save 20 SUCCESS
Attack 7 FAIL
Attack 22 SUCCESS CRIT CONFIRMED ON A 12Damage 2
Dead
Attack 8 FAIL
Attack 20 SUCCESSDamage 10
Will Save 10 FAIL
None
Misc.
Used Gunslinger's Dodge as an Immediate Action to avoid Damien's shot
Got an Attack of Opportunity vs Vyeggar before dying
Asleep!
Last edited by Lentil Sponge; Jan 25th, 2023 at 07:28 AM.
Tarbin spared a glance for the wizard as she dropped to the ground and succumbed to unconscious… perhaps negotiating with her wouldn’t be necessary after all… well atleast not for the time being…
The rather flashy way the gnome disappeared was rather a surprise but none of that actually seemed to be real so after the initial shock Tarbin rather practically dismissed it for the time being and focussed on the fight. The cowardly ring leader seemed to be in retreat but his hidden sniper had released another deadly barrage and Liana who had previously been a blur of movement dropped to the ground in a flash of red. Grim meanwhile was being rushed by a goblin and Ariadne had rather foolishly left his side.
Without even thinking Tarbin strode after the foolish young woman that they had been tasked to protect but as he moved the large man never took his eyes off of the crumpled form of the halfling woman lying on the ground. ”Never again…” Tarbin whispered to himself as he reached up and clasped a rather plain looking holy symbol that hung from a string around his neck. ”On your feet firebrand!” Tarbin then declared as the simple wooden carving seemed to glow and give of a soft but warm light that drifted outwards in all direction.
As the light touched those that were wounded pain slowly seemed to fade away and blood stopped dripping to the floor. Slowly flesh began to knit back together as the wounds healed at a miraculous rate.
Tarbin then risked a quick glance at Ariadne as she fussed over her boyfriend.
”Slap your idiot of a boyfriend for following the orders of a bloodthirsty coward!” Tarbin reported somewhat bluntly. ”He’s going to be fine…” the large man then added in a slightly softer tone. ”But if he raises a blade again I will snap his neck myself!” Tarbin then warned as he switched his focus back on to the elf who he would much prefer to get his hands on.
Moving to 1 Square directly south of Ariadne.
Using Channel energy (should be in range of all allies)
Dice Channel Energy - Healing:
1d6
6
Shield of faith active: AC 19 (20 vs goblins due to Damien’s bardic performance)
Last edited by Alatere; Jan 26th, 2023 at 01:32 AM.
A shot echoed loud in the cloying dark of evening, and Vyeggar watched in shock as Liana dropped facedown like a stone, blood spurting out from a wound he could not immediately spot. His eyes, golden and black, were blazing like two suns as he
Dice *
Perception vs sniper location:
1d20+3
(15)+3
Total = 18
looked down the street in the direction of the hateful sniper. The half-orc absently pocketed the gem and gestured for the others to head south between the buildings. He had seen the glint of a lens reflected in the light of the moon and knew they would never reach the sniper in time. It was time to go.
”Get to the casino! Get that damned girl out of here Tarbin before she ends up shot! There’s no way we can get to that sniper in time to bring it down, not with how open this street is. GO!” he roared. He was already moving to brutalize the somehow unhurt goblin who was standing over Liana’s fallen body. He could hear Tarbin working up the language to some kind of spell and knew that Liana would be in good hands, assuming the sniper didn’t target her again. But he needed to give her space to get up without getting shanked in the back of the neck. He marched over to the goblin who was frantically looking between his boss and the figures around him who wished him dead – and then suddenly the half-orc was there, grabbing him by the ears and half-lifting, half-pulling him using reposition to move the blue goblin five feet away (north).*
Dice *
Combat Maneuver - Reposition vs blue Goblin:
1d20+4
(11)+4
Total = 15
away from Liana and Grim. The space would allow the two shorties to do… whatever the hell they were going to do, without having to worry about getting stabbed. Shot, on the other hand, that was a possibility for all of them until they could get to cover.
”What, are you deaf?” he roared at his companions who seemed frozen in time. ”Get OFF this STREET!”
Standard Action:Rolls. Combat Maneuver of 15 vs blue Goblin to reposition him away from Grim and Liana
Swift Action:
Free Action: Perception 18 vs sniper position
Movement: moving to flank the blue goblin and reposition him
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)
Time had come unraveled for Liana. Effects and causes seemed to run backwards.
She awoke from a horrific nightmare -- to something almost calm and serene by comparisons. A street battlefield. People shouting, and shooting.
On her chest, between her breasts: blood. And a bullet popped out of the wound and the would closed. It hurt like being shot all over again, but the pain was fading rapidly as much of the injury knit itself.
She saw a goblin over her, and knew it could be perilous to stand or crawl away. But then Vyeggar roared, Get OFF this STREET -- and shoved the goblin away from her.
Her stance of Piercing Rays was gone, her light was faded. Her options were reduced.
She stood, crossbow in hand. Hearing Vyeggar's command, she did what she could to aid it: using the Golden Lions discipline and the technique called Pride Movement, she inspired Grim to a burst of speed. "This way," she urged him: her voice resonant and commanding for one so small. "Like the man said, off the street."
She herself moved north and slightly west, Her move is 30', so 5' NW and 25' N.toward Damien's position, getting herself out of line of sight and effect of the attacks.
She was befuddled though: her allies were taking largely defensive and tactical actions: pushing people around, picking up pretty rocks? The way you win against opponents is, mostly: you kill them before they kill you. Who taught them combat? Not the Cirque!
No stance:
Free:
Move: Stand
Swift: Expend the Pride Movement to give Grim an extra Move action.
Standard: Move 30' north, 5' west, avoiding coming within range of the goblin.
Damien watched Big Fox duck out of view, squealing with fear.
"Tsk... coward." As Damien was about to move forward to pursue however, he got a grisly reminder of why it was smarter to stay in cover as another loud shot rang out, dropping Liana swiftly to the ground. Damien's breath caught in his throat. Time seemed to slow, and with his primary target out of the way, Damien made ready to dash straight for the girl... but he was saved the trouble.
Of course, Tarbin. Ever the protector that one. As a wave of healing energy washed over them all, Damien felt the wound in his abdomen closing up, and he breathed a sigh of relief as Liana began to stand back up.
As Vyeggar moved into action, providing cover for Liana and Grim to get out of the line of fire, Damien raised his crossbow as he searched for a target. Two of the goblins were down... the blue goblin was currently being manhandled by Vyeggar and was a bit too close to the half-orc to risk shooting at. Getting a clean shot on Big Fox would require Damien to step out of cover, leaving him vulnerable to the sniper. And then there was...
*clink clink skrrrrrrrrt*
As a dagger ineffectually slide across the ground toward his feet, Damien looked left and was reminded of the OTHER goblin trouble-maker... Sliggitz. Training his sights on his would-be attacker, Damien almost pitied the pathetic goblin. Regardless of what he wanted to do in that moment though, the fact was that Ariadne was still the priority here... and she'd made it clear she wouldn't cooperate without her boyfriend. As she looked to Tarbin and Vyeggar for guidance, Damien sighed and yelled out.
"Ariadne!" He lowered the crossbow. "If you don't want to get shot, you and your boyfriend need to get out of the street and over here NOW. Drag him if you have to, but if you keep standing there, his boss is going to try and make an example out of you the hard way."
Damien shook his head, turning his back on the two of them as he focused on the corner with his weapon again. He couldn't believe he was trying to help someone who had just thrown a knife at him, let alone showing his back to them... but that throw had been seriously pathetic.
Damien will Since I believe this would fall under the category of "Give simple advice or directions", the DC is reduced by 5Make a Request of Ariadne to move to cover. Diplomacy: 27
Action: Ready an Action: Fire crossbow at Big Fox if he moves into line of sight again.
Free: - Ending Bardic Performance (Effect remains for 2 more rounds due to Lingering Performance)
Active Effects:All allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by goblins.Bardic Performance - Naturalist (Goblin) (2 rounds remaining)
Vishkanya Venom: Injury; save Fort DC 12 + 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.Notes
Grim is pleased to see that even as his invisibility was dissipating, his Slumbering charm had taken effect and the wizard had fallen to the ground. Sadly the link between Nalia and the wizard was not as quick to fade and as he expected she had some choice and surprising words to say as she spat them in his direction. Grim was used to her veiled threats and did not take much stock in her taunting until her final words, the last three words to leave her lips sending a chill down his spine.
He knew what was coming, he had even managed to brace himself for it but knowing and seeing it were two very different experiences and for Grim it was too much, his memories retreated back to the first time as his backed away, eyes wide in fear, hands shaking as he held them out in front of himself as if he could stop the tide of spiders and insects from washing over him, Stumbling backwards unaware of his surroundings, his voice tearing from his throat in a hoarse screaming cry
"AAAGGGHHHHH!!!"
Grim barely even registered his collision with the Idiotic Goblin behind him, completely caught off guard when the creature reacted and barrelled into him with a manic laughing scream and started punching the tiny dagger into his body over and over, the blade barely long enough to reach any vital organs through Grim's well fed and well padded stomach but each impact from the blade sending a sharp fiery pain through the gnomes body, spilling his blood over his clothing and the ground as the two now wrestle, the pain bringing Grim out of his almost catatonic response to Nalia's extravagant, over the top exit, his hand reaching for the goblin's own to stop him from stabbing him again
The next few seconds are a blur to Grim, his tiny fists pummelling at the Goblin frantically and ineffectually as they wrestle and trade manic blows before the large heroic form of Vyeggar appears and the goblin is yanked aside, a soft warm glow bursts through the square and washes over him, the fire in his stomach dying down to a comforting warmth as the wounds disappear, the only sign of his injury being the bloodstained holes in his clothing, and Liana's voice calling out for him to get off the street.
Once more he feels energy wash over him, feeling invigorated by her words and inspired to move where just a moment before he was frozen. The assessment he made was almost immediate. Of all the people here in the square he was the slowest and even with the new lease on life he felt he knew he was not going to be able to outrun the Maniacal idiotic goblin or get to the safety of the buildings before the person with the Dragonfire Rifle took another shot so he didn't even try. Instead of running, Grim disappeared once more.
Turn Summary Initiative: Move: Trade Inspired Move Action for Standard Action Action: Trigger Bloodline Invisibility again with Inspired Action 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
The idiotic goblin was cackling and howling as he heard Grim's screams. But then, suddenly, he wasn't stabbing Grim. He was yelping in panic and pain as a huge half-orc's hands wrapped around his ears and comically plucked him off of the ground, before shifting him over like he was a misbehaving boy in the classroom. And like any misbehaving boy, the goblin noticed a chance for mischief. The bulge in Vyeggar's pocket.
His shortsword swiped, cutting the trouser.
The Prism Gem dropped to the ground.
Vyeggar had only just noticed the 'clink-clink' of gemstone on cobblestone, before the goblin scooped it up. His laughing became much less drunken and manic, and far more wicked. The goblin took a step back, Prism Gem in hand. It was only the size of a grape, but the power emanating from it... it was enough to summon a terrible wind.
"Boss! Boss! I got it! I'm gonna use it!" he shouted, pointing it right at Vyeggar. Then, he adjusted his aim. At Vyeggar's armpit. Towards Tarbin, and the Wizard behind.
"Finally, you prove your usefulness!" Big Fox dramatically encouraged, before he made his own move. He jumped around the corner, moved his head out of the way of the crossbow bolt that Damien had fired, and shot Damien in almost the same spot as before. The previous wound had been healed away by Tarbin's magic, but Big Fox still had the awfully smug grin of taking down an ogre in a single shot.
Then the goblin's lips parted.
"Moon Prism Power!"
The smug look on Big Fox's face melted.
"You idiot! That isn't the phrase of-"
But it was far too late. The Prism Gem answered.
It pulsed green. Then yellow. Red. Blue, violet, indigo, orange, in rapid succession. Then the red took over. It shone. But clearly something went wrong. Something went badly wrong. The goblin's face twisted and mangled in pain, and all of you watched as a strange smoke began to come out of the goblin's body, which was then, for lack of a better term, stolen by the Prism Gem. It made the goblin's legs shake, his skin wrinkle, he started to look uglier and more tired, until the redness of the gem was as pristine as a cherry.
And the redness exploded in a huge beam.
It caught Vyeggar, Tarbin and the Witch, and all three of them felt this burning sensation. Their clothes scorched a little, as if they were standing in a fire. It was ethereal and magic and wrong, and when the beam shot back, the goblin looked hazy, dizzy and weak.
But the Red Ray did not hit Ariadne. She finally seemed to be listening to sense, dragging Sliggitz away by his weary feet.
"We have to cut our losses!" she hissed to him. Even Sliggitz seemed to, silently, agree. "It's five on two, they have to..."
"Five on three," Sliggitz groaned, nodding in the direction of the west. "Gluk's just reloading."
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!
UNKNOWN!
HOSTILE!
UNKNOWN!
FRIENDLY!
Status
Healthy (Max HP)
DEAD!
Healthy (Max HP)
DEAD!
Major Injury (>33% HP)
Healthy (Max HP)
Major Injury (>33% HP)
Healthy (Max HP)
Move Action
Runs 15ft around the corner
5ft Step away from Vyeggar
Dragged by Ariadne
Full Round Action, See Below
Moves Sliggitz 15ft to behind Damien
Standard Action
Shoot Pistol
Use Prism Gem
Reload Musket
Targeting...
Damien
Dead
Vyeggar, Tarbin & Wizard
Dead
None
None
None
Actions
Attack 20 SUCCESSDamage 3
Sleight of Hand 21 SUCCESSUse Magic DeviceAUTO-FAILPrism Gem's Effect 2 Prism Gem Fire Damage 4
Dead
Misc.
Healed by Tarbin
Had Attack of Opportunity vs Vyeggar, but instead used Sleight of Hand. Has the Prism Gem
Anyone between the yellow lines next round could potentially be shot
Was healed by Tarbin
Asleep! Was healed by Tarbin
Vyeggar and Tarbin are caught in the Prism Gem's Red Ray. It is 4 fire damage, Reflex Save DC 4 to halve the damage taken.
To identify the Prism Gem's effects, it is a Knowledge Religion or Knowledge Arcana check, whichever is highest. For the particularly magically minded of you, I've already done one but you can do so again to learn more.
Last edited by Lentil Sponge; Jan 27th, 2023 at 06:43 AM.
Liana gasped now, realizing what that gem is -- when its vile wash of fire swept across the battlefield. "Blasphemy! Evil", she cried out. "The power of the desert made solid."
Use of such an item triggered her See belowreligious zealotry to the maximum, and she shook with fury -- weakening her aim but inspiring her to do her utmost to kill heretics!
She swift actionresumed the Stance of Piercing Rays. She Aid another: selffocused her mind, to make her next shot count as best it may.
She aimed a barrage against the foolish heretic goblin, judging him on the spot as deserving death for his cupidity with evil. If she can nail him, the villain boss "Big Fox" was next on her list. But she wanted him down, then frogmarched into someplace private, and squealing out his secrets.
Her first shot was average (for her) but her second was uncannily accurate.
She felt a mixed swirl of reactions. Yes! Bullseye! Oh no, I wanted to learn about Big Dog...
(And ... she was slightly bewildered at how her allies are choosing such incompetent actions while in combat. You win by taking away the other side's choices by any means, usually lethal. Ah ... for the folk of the Cirque; they dance and perform and make art so well. Grim refused her gift, when he plainly needed it? And Vagorg just pushes people around when he should be cutting them down?)
She adjusted position slightly north, taking cover behind Damien. Behind soft cover, the wee little halfling was shaking, almost as if she were a frightened timidly little helpless creature. Almost, but not quite. Because she was shaking with rage and holy zealous passion.
She will withhold from her Knowledge Religion check to learn more until she can focus and Aid Another (self) on it, after the battle.
Liana has the Drawback: Zealous. https://www.d20pfsrd.com/traits/drawbacks/zealous/
Effect: When you attack a creature that you know worships a different religion than you do, you take a –5 penalty on the attack roll and a +2 trait bonus on the damage roll with your first attack.
Is it appropriate to apply that here, as the gem use represents something opposed to her faith? The -5 is a hefty penalty so it is more disadvantageous that the +2 is helpful. But -- make the call as to applicability.
Stance: Piercing Rays.
Free: 5' step north after firing shots;
Move: Stand
Swift: Aid another: self on aim. This also triggers the recovering of the spent Pride Movement and Encouraging Roar. Also triggers Zeal ... +1 morale bonus to attacks for 3 rounds for her and her collective. But on this encounter (foolishly) she didn't put people in her collective first. So -- the bonus is for herself only -- and it overlaps and does not stack with Golden Lion: Encouraging Roar. But it will last a bit longer unless she re-uses the roar.
Standard: Barrage (not spinning shot). Two shots. Both on the goblin with the gem, but if the first shot drops him, the second on Big Fox.
Aid Another self: Aim. Math is +6 (her base) +2 (moral) -5 (drawback) = +3 vs DC 10
Dice Aid another self, on attack, DC 10:
1d20+3
(7)+3
Total = 10
Exactly made it with the penalty, so +6 to her next action. Pretty much washes out the Zealous trait.
She holds back on using the Deadly Aim feat, as the Zealous drawback is kicking in.
Math on 1st attack +6 base + 2 morale -5 drawback +6 aid self = +9 to hit; damage bonus is +2 morale +2 drawback + 1d6 fire (piercing rays)
Math on 2nd attack +6 base + 2 morale = +8 to hit
Dice 1st of barrage vs goblin:
1d20+8
(6)+8
Total = 14
2d6+4
(4, 1)+4
Total = 9
Dice 1st of barrage vs goblin or big fox:
1d20+8
(20)+8
Total = 28
2d6+4
(2, 5)+4
Total = 11
Well, she kind of wants to interrogate big fox not kill him, but here comes a critical confirmation. The elemental damage is not increased but the base damage may be:
Dice confirm critical vs goblin or big fox:
1d20+8
(7)+8
Total = 15
1d6+4
(4)+4
Total = 8
So she probably just did 19 damage to someone (if AC 15 or less... uh ... first aid may not help save a guy for interrogation.
A sudden tearing noise, followed by a glassy plink-plinkplink made Vyeggar turn away from his companions who he'd been in the process of directing. He turned, but was too late to avoid the ramifications of what had happened.
"Boss! Boss! I got it! I'm gonna use it!" The shout came from close by, and when he saw who had called out - and what the figure was holding, he immediately slipped his hand into his pocket, revealing nothing but torn cloth.
Why you little bastard! These were my good pants!
"Finally, you prove your usefulness!" The elf across the road offered up words in an encouraging tone which lasted right up until the goblin's next breath.
""Moon Prism Power!" The goblin called out - and then everything seemed to go red. Like most everything goblins tried to do, the job had been bungled from the get-go, as evidenced by Big Fox's sudden shouting at his "employee." Still, even though the goblin had screwed up, something had happened. A red ray burst forth from the gem in Vyeggar's direction. It was
Dice *
Reflex save vs gem ray:
1d20+3sch4
(18)+3
✔
Total = 21
child's play to avoid the majority of the strange ray's effects, but the sudden flare of pain and heat made him think back to the strange magics he'd faced at the hands of the Sophists. They'd possessed their own magic devices, but he
Dice *
Kn: Religion vs gem:
1d20+1
(10)+1
Total = 11
wasn't sure he'd ever seen them with anything like the gem. Whatever the gem was, he knew it was dangerous in the goblin's hands. Say what you will about my dumb brain, at least I never considered using something I didn't understand. But there would be time enough for self-congratulation later. Right now, he needed to make some people die.
"These are my good pants you little f***er," he growled at the goblin holding the gem. He glanced over at Liana, who had gotten up and was now readying her weapon. The sight of her back in the fight was +2 to attack and damage still from her roarencouraging to him, and he looked back at the goblin holding 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)
__________________
A watched game never updates...
Posting status: Around.
Last edited by Noquarter19; Jan 27th, 2023 at 02:49 PM.
Reason: -2 HP
Tarbin’s eyes widened as he spotted the gem in the hands of the goblin that Vyeggar had been manhandling. The large man didn’t worry too much at first that was until the foolhardy goblin actually tried to activate it. Tarbin then braced himself as a beam of condensed fire raced towards him. Raising his arms up Tarbin protected his face as best he could while trusting his thick clothing to protect his body from the flames somewhat.
When the fire eventually died down Tarbin was still mostly in one piece and he saw that Vyeggar was already closing in on the drained goblin. ”Vyeggar get that Void Prism back but do not use it. It will drain you dry!”the large man warned as he hastily patted himself down putting out areas of his clothing that had started to smoulder.
”You!” Tarbin then bellowed as he locked eyes with the elf. Tarbin then suddenly burst in to a dead sprint as the large man charged straight towards the elf like stampeding elephant. Slamming in to the much smaller man Tarbin violently slammed him in to the wall before smashing a rock hard fist in to the elf’s face ruining his boyish good looks and likely sending a few teeth flying.
Dice Reflex save:
1d20+2
(13)+2
Total = 15
(success)
Dice Knowledge Religion:
1d20+2
(15)+2
Total = 17
(Any extra info about the void prism?)
Charging Big Fox, using Wooden Fists, +2 from lions roar
Dice Charge attack vs Big Fox:
1d20+8
(18)+8
Total = 26
Dice Wooden fists damage vs big fox:
1d6+7
(5)+7
Total = 12
Shield of faith active: AC 19 (20 vs goblins due to Damien’s bardic performance)
Last edited by Alatere; Jan 27th, 2023 at 01:36 PM.
Damien grunted in pain, gritting his teeth as Big Fox shot him in the abdomen... again. Whipping around to face the elf, the vishkanya trained his crossbow on him in preparation for a return shot...
... and then he saw it. The gem in the goblin's hand, blasting out a font of fiery magical energy at his comrades.
"DROP IT."
Readjusting, he leveled the crossbow at the goblin's chest, firing.
Active Effects:All allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by goblins.Bardic Performance - Naturalist (Goblin) (1 round remaining)
Vishkanya Venom: Injury; save Fort DC 12 + 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.Notes
Damien's bolt sliced across the goblin's chest the moment he shot, not on target enough to kill but certainly to wound. That may have weakened the goblin but it also put him on high alert. He was able to duck beneath Vyeggar's wild haymaker, and when Liana fired her first bolt to him he managed to weave out of the way. With a wicked cackle, he pointed the Prism Gem towards her, planning to call yet again upon the Gem's power.
That's when Liana's second bolt hit the Prism Gem.
The bolt bounced away, but the shot couldn't have been placed on the spot on purpose. The Prism Gem was shot out of his fingers and smashed straight into his mouth. There was a moment or two of silent reflection, and terrified realisation.
The Prism Gem answered the non-existent call.
Vyeggar had to rear away so as not to be hit as a series of radiant beams burst out of the back of the goblin's head. Shattered skull fragments danced amongst the greens, the reds, the violets, the blues, which poured out of the goblin's eyes as well as the increasing number of cracks and holes in his head. Then there was a blinding flash, and the goblin was gone. Or, rather, his flesh was. His skeleton stood for a moment or two, frozen in fright and alarm, before it fell forward and clattered into dusty, crumbling pieces.
Big Fox had barely enough time to notice this when he was suddenly set upon by Tarbin. A trained fist, used to fighting for dear life, crashed into the elf's pretty face hard enough to dislodge a tooth and carve a great cut from cheek to forehead. He spun around from the sheer force, letting out a wail of agony. When he landed, he spit out a glob of blood and a tooth and gave a wicked glare up to Tarbin. There was a small tear in the corner of each eye, the pain hard enough to be seen.
"H-how dare you!" he screamed, his hands beginning to shake as he tried to reload his pistol. However, the bullets began to drop all over the place, scattering about the floor. His eyes then drifted to his dead lackey, the shattered skull still holding the Prism Gem. He made a dive for it.
And, still invisible, Grim took the opportunity to hold it out of reach.
The prone elf reached up, only for it to dance away from him again. Grim then threw it to his side while running the other way, the only way to truly be safe.
Lying down in the grime of the city streets, with four of his supporters dead, another near-death and the last one too far away to help, Big Fox finally, finally, realised just how perilous his position was and how certain his victory wasn't. He was well and truly defeated. There was a moment as his legs curled towards himself, and he considered his options.
There was only one thing, he thought, that could possibly save his life now.
Bursting into tears.
"Pleash don't kill me!" he began to wail, blood pouring from his lips almost as freely as the tears began to flood down his cheeks. He contorted a little on the floor, as if he was trying to decide between crawling away or attempting to dig into the earth to escape. Finally he had enough 'dignity' to push himself up to his knees, turn around and clap his hands together. "Pleash! I'm sho shorry! I don't want to die! I'll do anything! Pleash! Pleeeeeeeaaaash!"
He began to crawl towards Tarbin, his hands now reaching out to claw at Tarbin's trousers, pulling himself towards the much MUCH stronger man. Ariadne and Sliggitz looked to each other, the adrenaline from their previous terror now starting to fade. "... I thought he was tougher than the last guy..."
"The wishard's shtill alive!" Big Fox suddenly pointed out, his hand waving in her direction. "We'll kill her, take her money, and I'll shplit it wish you! Sheventy thirdy! Shixty-five thirdy-five!" Then something else occurred to him. "Do I need to shuck your dick?"
A chorus from Ariadne and Sliggitz of "What in the ****?!"
"I'll fugging do it!" Big Fox squealed, his fingers suddenly digging into Tarbin's trousers. He seemed ready to pull them off "Do whatever you want to me! I can do a girl'sh voish if that helpsh! I'll be your fugging bitch, just let me live!" Then he pointed off towards Sliggitz. "Sliggitz will help! He worksh for me, I can make him take it up the arshe!"
"Boss! The ****?! My girlfriend's the prostitute, not me!"
At long last, Ariadne got angry at her boyfriend. Apparently, roping her into this mess wasn't enough, but that was too much.
"You little bastard!" she screamed, slapping him hard enough to send him stumbling. "I carry that... that thing all day for you! I try to get us enough money to get us out of this ****ing life! Your boss shoots at me! And you try to sell me out?!" Another slap. And another. Another stumble. And another.
Into range of...
BOOOOOOOOOOOOOM!
Ariadne and Sliggitz just managed to leap back into safety, with Sliggitz in her arms as she pulled him back. A sooty scar on the ground was where Sliggitz's foot had just been.
"Oh crap, oh crap, oh crap!" Ariadne began chattering. Then she looked over to the still sleeping body of the wizard, and her eyes widened. "Oh crap! She's not dead, is she?! I need that money! Without it, I'll still be... Tilly will be..." Ariadne collapsed to her knees all at once. "... I can't go back there... I can't stay with Tilly..."
Sliggitz put a hand on her shoulder, which she shrugged away. He gulped. "Look on the bright side. Any second now, the guards will turn up and arrest us all anyway." Then his ugly brow knotted. "Any second now... at any point they like... how have they not heard the fight?"
I NPC'd Grim with Dylan Scott's permission. Hope things are a bit better on your end, my friend.
That was a CR4 encounter, so you all earn 250xp each! Regarding treasure and experience, there will probably be more on the way very soon, as I feel like I should be giving you XP for roleplaying and puzzle-solving, and I haven't really been doing that this game. Oooops.
Last edited by Lentil Sponge; Jan 30th, 2023 at 05:51 AM.