The half-orc turned to Tarbin and shrugged. ”Yeah, Big Fox might have paid off the guards, but all the same, we might as well flush this garbage down into the sewers with the rest of the s**t.” Liana was laying into the sniveling little elf with the rawness of a leather whip against flesh, and Vyeggar – so very recently beginning to earn his way into her good graces – did not want to step on her toes. She’d very politely asked him to keep the foul elf alive so he could be questioned, and Vyeggar – ever compliant and obedient – would do everything in his power to acquiesce to her request. But there was a lot to do now – so many bodies to clean up.
”On an unrelated note, elf, you need to signal your sniper buddy to throw down his weapon and surrender, because otherwise I’m going to grab you by the neck and use you as a shield while I start dragging your dead soldiers out of his range so I can dismember them and shove them down into the sewers. And I don’t know how much you trust your friend’s aim, but I’m willing to bet he’s not good enough to avoid hitting you.” A pause, then, ”Actually, what am I thinking about? Chopping and stuffing? That’s too much work. No, I’ll just drag the bodies into your hideout and burn it to the ground. I mean, you’ll be there too, obviously – can’t have any loose ends. What do you think, elf? Will you tell your little soldier to surrender, and we let you live to answer my friend's questions, or do you chance it and end up burned alive? Right, sorry, forgot that part, you will definitely be alive when the house burns down.” He stared at the elf, holding the bloodstained chunk of glass still in his fist.
”Tell. Him. To. Surrender. NOW.” he ordered furiously, his golden eyes staring crazed daggers at the pathetic elf.
Standard Action:Rolls. Aid another successful, Liana gets a +2 to her intimidate
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)
Damien caught the pistol as Tarbin tossed it his way, examining the piece for a moment with mild interest before slipping it into the inner pocket of his coat.
"Solid punch Tarbin." Damien gave the man a pat on the shoulder, staring daggers down at Big Fox as he groveled like a coward. The blow had been satisfying to watch, and it would have to do for now; much as Damien wanted to repay the elf for shooting him in the gut, he needed the bastard alive and cooperative enough to call off his sniper and answer some questions.
As the others began to lay into Big Fox, Damien turned to the disgruntled couple.
"Ariadne. Not the night you were expecting I’m sure, but we’re on a tight schedule now so I’m going to need you to listen carefully. We’re here to keep you safe, which for the moment means returning this area to something resembling normal as soon as possible. I know it’s not ideal, but we need your apartment." While his tone wasn’t unkind, it was very clearly not a request. Giving Sliggitz a brief, toxic glare, he turned back toward the others. "Paid off guards or not, we’re too exposed out here. Once Little Fox calls off his gunman, we need to get off the street and into Ariadne’s place. Plenty of time to ask him everything you could possibly want to know then, okay Liana?"
Damien looked to the halfling with a slight softness, understanding her sense of urgency.
"The bodies need to go… Vyeggar, sounds like you’ve got that handled? If you’ve got the stomach for it Tarbin, maybe lend him a hand- actually, no nevermind. I’ll do it… somebody’s got to see to the wizard after all."
Inelegant as it may have been, body disposal was admittedly more in Damien’s wheelhouse than first aid.
"… oh, and Sliggitz. You can help us carry your pals too. Unless you’d rather join them. I didn’t forget about that dagger earlier."
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
Big Fox looked up at Tarbin, as the much larger man reached down to him. His cheeks went red for about half a second, as he wondered if he'd have to keep his panicked promises. Then, swiftly, the cheeks went purple as Tarbin's whole hand wrapped around the entirety of the elf's neck easily and plucked him off of the ground. His eyes flickered about, looking for any sort of saviour. What he found instead was an enraged halfling on the opposite end of a crossbow barking questions at him, and a half-orc glaring holes into him as drops of blood ran down the glass he held. It was an overwhelmingly terrifying sight.
Anyone would respond the way he did.
"... I'll... call... off... then... talk..."
He then began to pat weakly at Tarbin's fingers. Tarbin didn't initially let go, but with the blood pouring from Big Fox's mouth and the tears running from his eyes, eventually it was too slippery to actually hold on. Big Fox dropped, and then scrambled to his feet and sprinted out to the street. There were several hasty hand-signs, as universal a sign for "Stop shooting or I die and you don't get paid" as was possible. Then back to all of you he turned, and immediately he was crying again.
"I've done iiiiiiiiii-i-i-i-it..."
"Ummm... boss..." Sliggitz sheepishly called out. "... are we still getting paid-"
"Doesh it look like you're getting fugging paid?!" Big Fox shouted, finally managing another emotion beyond abject, pathetic defeat. The adrenaline quickly left him again, and he walked over, his head dipping down like a boy being called to teacher. "I'll talk. I'll talk."
Ariadne didn't pay attention much. Her eyes were still on the wizard. When Damien spoke to her, she almost leapt fifty feet into the air out of shock. But she calmed down. "Y-yeah... yeah, fine, you can use my apartment."
"Our apartment?" Sliggitz asked. The fact that this was a question and not a correction at least proved that he knew he had messed up terribly. As did his panicked expression. He then weakly looked to Damien. "J-just don't cut the bodies up more than you have to, please? They were idiots, but they were my friends." He then distracted himself, picking up a bit of the first sniper that Liana had shot. The remains were like a thick jam. He immediately dropped it, going white with disgust.
Ariadne collected herself, scampering away to the main apartment building. "I just live on the bottom floor here. I'll get some hot water and rags for anyone who's hurt..." She made a point to glare at Big Fox, just so he knew that he was being excluded from that, before she scurried into the building.
He took a moment to wipe his face with his arm, trying to be able to speak clearly. "Y-yeah, I know Big Dog. It's only him and the woman I met, though I know there's others. Mostly I talked to Big Coyote. It started f-five months ago, maybe? Me and some friends from the Citadel, we were... well... I dunno, it's just so boring there. We wanted some excitement. And out in the city there's fighting and sex and drugs and... like, in the Citadel you're told you're powerful, but here you feel it, y'know?" He looked about the group confronting him. "No, you probably don't know what that's like."
"A-a-anyway, we're all playing games, occasionally we do a robbery or run drugs, we do some work for some other guys, but it's really dull. Th-then, yeah, I meet these p-people wearing necklaces with this." He gestured to the tattoo on his cheek, the cracked fang tipped with blood. "A guy with a black moustache, and a woman with part of her ear missing. Big Dog and Big Coyote. Th-they ask us to break into this house and rob some stuff, and we do it, and immediately they spend all the money at Madame Tabor's! And they take us there with them!" As he described it, his eyes started to sparkle a little. The memories. The nostalgia. "It's the only brothel I've ever been in. My friends get a girl each, but Big Dog's appetite is as big as his coin-purse. I think he used every woman in the building. And I thought, 'hey, I should too' so I hire some guys for myself, and Big Coyote's just... there... she doesn't join in. She just talks to me and drinks a little, as if nothing's happening."
"And both him and her tell me the same thing. That I have potential. That my friends are morons, but I had the resources and wits to actually run this city one day."
There was a swallowing on the lump that formed in his throat, and another sniffle. "So I get this crew together, I make them work for me, and I help out the Bigs when and how I can. That's the name of the gang they were in, the Bigs. They're from out of town, in the desert, but apparently they've got big plans to expand inwards. I mostly only see Big Coyote now, Big Dog only visits when..." Big Fox's cheeks went as red as his namesake. "... he, errr, can't be bothered to pay a woman..." He looked away, very unsure of how much he should elaborate on that front. "If he ever talks, it's just to repeat something that vulgar bint Big Coyote's already told me a dozen times. About how I should be doing way more, and I'll never get any of them to call me Big Fox if I don't step up my game, and how Big Wolf wants more of my dad's guns..."
Suddenly, Big Fox went from beet-red to as white as a ghost. His eyes begin darting around even more, as if he's summoned some terrible curse upon himself. "I... errr... sorry, I misspoke. There's no Big Wolf, I meant something else. And I don't have a dad and I don't know about any guns..." His lips thinned, actively stopping himself from saying anything else.
"It's Big Dog you wanted to know about, right? L-last thing he does is invite me to Madame Tabor's again. Doesn't pay for me this time, just brings me along and... errr, besides the usual... he talks about one of my friends. They never spoke to him like I did. My friend's father, he collects all sorts of fancy diamonds to impress his stupid friends at his stupid dinner parties, and so Big Dog recommends that I nab it. B-b-b-but then I hear about the magic black market. And I thought, like, if I got the Prism Gem, and also a whole load of money, th-then maybe I'd really be one of the Bigs. For real. A-a-a-and then Big Dog would respect me and Big Coyote would have to shut her big mouth around me, and I wouldn't be a boy anymore."
There's a long, heavy pause.
"Please tell me that's enough!" he suddenly howled, diving for Liana's feet. He wrapped his arms around them as if he could stop her crossbow's trigger by gripping her ankles. "Please! They don't tell me anything else! They come to me! I never go to them! Just don't kill me! Please please please please! I'll go back home, and I'll never ever ever ever ever ever leave the Citadel again, and we'll pretend this never happened, and you can go find Big Dog and do whatever it is and I won't tell him you're coming if I see him!" More tears. More wailing. More begging from the wannabe gangster. "I just wanna go hooooooome!"
Location
Map
Season
Day
Time
Weather
Ariadne's Apartment
I7
Harvest
104 of 120
1:25am
Clear
Those of you who followed Ariadne into the building found a lobby mostly empty, though there were a couple of people standing in their doorways, trying to decide between nosiness and security. Ariadne managed to disperse most of them with very nervous handwaves and explanations of "Don't ask, it's complicated."
Her home was a very spartan apartment. A meagre kitchen, a few empty bottles of alcohol that the goblins and Big Fox had finished, and two beds in the room. One was much larger than the other. By the smaller bed was the only indicator of any sort of income. Books, and scrolls, and parchment, all very neatly ordered and kept. The bed itself was perfectly made and unused. Ariadne approached it and stroked it as if it was a child's head of hair.
"My sister's bed. She's at Westside Academy, thankfully in a dorm. I... I just want to pay for her education," she explained, almost more to herself than anything. Tears welled in her eyes. "I want her out. I want her to not end up like me. Like..." She gestured around the room. "Like this! Tilly pays installments for her instead of a wage for me. And the payments... they just keep on climbing up and up. I'll... I'll always be at that Casino if I keep going like this. So I have to try anything to get out."
She looked away from the bed, back to her saviours. She then walked to the kitchen and, as promised, prepared some water in a pot and lit a fire to boil it. She found some rags and set them to the side, ready for when the water was hot, all while she stared at the fire. "Sandraminae put you up to this, didn't she? Tilly's lap-dog. Just like you. Just like me. Another one that Tilly has trapped in that bloody casino. All of us just doing her bidding." She looked darkly into the fire. "What do you think was even inside that Chest that Tilly wants it back so bad? Doesn't she have enough of the world under her control?"
I've not done anything with Grim, I have a busy weekend so I wanted to get a post out before I get swamped down. Big Fox will follow Tarbin and Liana to talk to them, whether that's in Ariadne's home or outside in the street. I put it in the outside fieldset more as a placeholder than anything.
Liana, because of your Blue Book that you start the game with, you know the location of Madame Tabor's, and that it is a very expensive brothel pretending to be a very expensive massage parlour. It's mostly elves who work there and elves who frequent it, though not exclusively.
Yes, I will eventually write posts that aren't crazy long.
Liana burned with fury as "Big Fox" talks. But it was valuable information, and she calmed the longer he spoke. This foolish pawn is surely one of the least of the "Bigs." It won't do to underestimate them.
With a clearer head now, she one by one added each of her allies back to her collective, each becoming potentially a little stronger, a little more versatile, with the psionic bond. It was a tactical error to operate separately -- at least from the perspective of her utilizing her talents.
She paused, and looked at Vyeggar, for about half a second, then quickly looked away.
She looked at the poor begging elf and sighed. "You poor thing. Of course it was fun to get into those games you describe. And visiting Madame Tabors -- what a fine thing. They are so talented, aren't they? You could go back to a good life, couldn't you?"
"I'm sure we don't have to tell anyone that Big Wolf is in town. That Big Wolf leads your group. That Big Wolf uses you get guns from your father. Folks in taverns don't need to hear about you and Big Wolf stealing magic gems -- that happen to be artifacts associated with evil powers detested by three faiths alike. Big Wolf doesn't have to hear how you tried to use his name to get out of trouble when you planned a mission, and you failed. Right? That doesn't have to be echoing in every tavern and brothel from the Citadel to the slums, does it?"
"But to prevent those things, you're going to have to be a price. That means, you tell us what we need to know. "
"You said Big Dog only visits when he can't be bothered to pay a woman," she shrugged. "So, what cares about prostitutes?" She scoffed; she was a warrior-halfling. Such folk were beneath her notice. (Or so she acted.) "So what happens when doesn't pay? Where does he come to meet you? What does he ask you to do? Like, for example, what happened the last time. And, how often does this happen? Are you expecting to meet him any particular time or place soon?"
She stayed alert as to how he was speaking, not just what he was saying. Was he hiding anything or shading the truth in his responses?
When her questioning of the scum elf was complete, she paused to contemplate whether, from the perspective of the Family, this vermin was better off dead or alive.
Almost unwillingly, her eyes came back to the brutal, crude, self-pitying half orc. Vyeggar had stood over her when she was shot by a thunder-rod. That did not leave her mind. He had shoved the goblin back, when it could have stabbed her while she lay helpless. He seemed, well if not exactly contrite at his failings, at least halfway there. And she needed deadly allies in this struggle -- he had the muscles and wit for that. Her focus was strong enough to admit five people. And it's not like there was any other ally available. Oh, if one of her companions was a wizard and had, say, a toad familiar: she could admit that into her bond. Hmm ... a toad would be less repulsive than the half orc. But, frankly, not as useful.
Vyeggar felt a touch like a gentle rap on a door in his mind. If he opened up to it: he could be inspired by her to be ... a bit more focused at skills, and a bit more cunning and swift in battle.
She raised an eyebrow, nodding. Plainly, it was only if he wanted it, and stayed on her good side.
She will be focusing more on Diplomacy. A reasoned negotiation, he gets forgiven and freed, he and his father's reputation don't get wrecked, the word doesn't go about about him trying to name-drop Big Wolf. He just needs to keep spilling his guts. She stays in the demeanor of a hired mercenary professional and mock-indifferent as to any crimes committed against women. (Even if that is what she cares about most.)
Dice Aid Another (self): diplomancy DC 10:
1d20+9
(7)+9
Total = 16
Dice Diplomacy - what and where about Big Dog's activities:
Grim would have loved to have used Liana's gift to run to saftey, his body still shivered with spikes of fear from what Nalia had done but even with the energy coursing through him from the Halflings miraculous mental link he didn't think he could make it to safety before the sniper took another shot, he might be one of the smaller targets and in motion but he knew just how accurate Dragonfire Rifles could be even in untrained hands, so he did what he did best, he called on his bloodline and vanished before making his move to safety.
And it was a good thing that he did as a very unfortunate, and almost unbelievable chain of events happened and the Prismatic crystal was actually shot from the Goblins hands by the exceptional marksmanship, markswomanship? of Liana. a one in a million shot which ended up forcing the magical stone into the throat of the very same goblin who had used it just moments before. Grim wasn't entirely familiar with the history and workings of a Void Prism but he knew enough about Arcane Artefacts to know you shouldn't be swallowing them and he beat a hasty retreat away from the display he suspected was coming.
His foresight proved to be spot on and he managed to get out of the way before the cascading energy trapped within the fragile flesh of the Idiotic goblin forced its way out in a most gruesomely spectacular fashion. After this pivotal event, the skirmish seemed to end very abruptly after a futile attempt from the Elf to claim the crystal from the partial remains of the goblins skull but as slow as Grim was compared to the Elf, he was a lot closer and invisible so nothing stopped him from snatching the stone up first and keeping it out of the grip of the Elf as he frantically snatched at it confused why it was now dancing in the air out of his grasp.
As the others started to seize control of the situation Grim tossed the stone aside out of reach and retreated the other way to safety, resting against the wall and catching his breath as everyone started to gather unconscious and weeping enemies and body parts and making their way to Ariadne's apartment to regroup and plan what to do next. Interrogating the sleeping Wizard seemed to be the next step for Damien, while Liana did the same to the crying snivelling Big Fox.
As much as he didn't want anything to do with the Void Prism, it would be foolish to leave the item laying the gutter where it had ended up when Grim had tossed it aside. Still under the cover of his invisible veil, Grim retrieved the crystal from the ground, the prismatic stone glinting in the light as it appeared to hover in the air for a moment before disappearing as Grim slipped it into one of the pockets in his satchel, hiding it behind his magic veil as well before rejoining the others and reappearing.
Without a word, Grim set to work aiding in masking the scene before any guards arrived, he had heard what was said and had to agree that it was likely the town guard had been paid off to stay away, they knew first hand just how corrupt they were, but it still made sense to minimise the evidence laying around, if only for the benefit of the families who still lived in the area, Grim didn't like the idea of the children here having to wade through body parts and blood to play in the grove.
As the larger, more solid parts of the goblins were collected and moved by the more physical of their group, Grim called on his magics to help, whispered words and waving hands drawing the barely flowing water running through the gutters up over the cobbled streets, sweeping and washing away the blood, pulling it back into the guttering and down into the sewers
Turn Summary Initiative: Move: Retrieve Void Prism while still invisible and hide in Satchel Action: Prestidigitation Effects to help mop up and sweep the blood and smaller goblin parts away into the sewers. 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
Tarbin was not a particularly skilled interrogator but even he could see that the so called Big Fox had been particularly easy to break. Releasing his grasp the large man let the pathetic elf drop to ground where he began to spill his guts. Crossing his arms infront of his chest an intense frown formed on the usually friendly man’s face. Tarbin then silently listened to all the elf had to say. ’The Bigs!’ Tarbin silently scoffed. ’What a terrible name but it makes sense with their arrogance…’ Tarbin thought as his jaw tightly clenched shut. He hadn’t learnt about the whole gang but he had heard enough about a couple of members to start chasing them down.
’Now what to do with the elf?’ Tarbin thought as he stared straight at the snivelling elf. The boy was apparently new to the gang and seemingly playing at being a gangster so Tarbin could not particularly blame him for his brother but he was not without sin.
”What’s your name boy… your real name!” Tarbin barked as he glared at the wannabe gangster. ”Your a fool, a coward and a fool!” Tarbin continued as he loomed over the elf. ”You’ve been used just as you’ve used these goblins…” Tarbin all but growled. ”But your stupidity has ended lives and ruined others…” the large man declared as he looked around. ”These lives are on your head and their blood on your hands..” Tarbin continued. ”You must pay your debt to all you have wronged…” Tarbin demanded as he uncrossed his arms and swung his arm round pointing at everyone including the goblins both dead and alive and Ariadne.
”Big Fox is dead! If I hear you even pick a single pocket again I will snap your neck myself!” Tarbin then promised.
Against the angelic backdrop of weeping coming from the sniveling little elf, the only other sounds to fill the air of the now docile city streets are those of cracking bone and heavy, meaty thuds.
"I'm sure you can see the problem, Big Fox, it's pretty apparent. Big Fox - may I call you Mister Fox? The problem, Mister A**hole, are the parts of the body that serve as cavities, you know? Chest, belly,..." There is a sickening and particularly loud crunch of bone. "And then, of course, the skull. Takes a couple good stomps to cave in the skull, BUT! where there's a will, there's a way. Take your buddy here, the easiest thing to do here is stomp down on the side like I've done here. Skulls have a seam right down the middle that forms up hard once you get out of adolescence, but with a good stomp or two from a leather boot, they flatten out alright, well enough to fit through your standard city sewer grate." Like a grotesque mockery of a child with a deflated ball, Vyeggar's gore-splattered leather boot kicks the collapsed and severed head down into the wet, lonely darkness of the sewer - although, with the number of corpses Vyeggar was disposing of, it would not be lonely for long.
The half orc's green hand clutched one of the fallen goblin's rusty blades. With the other hand he was holding up the dead goblin's limbs and severing them one at a time. "Now long bones, those are easy enough, long as your blade is sharp enough, and as you can see, that's the problem that I've run into here. Your men should have known to keep their weapons sharper, and that comes down to bad leadership - that's on you, Mister A**hole. Ah I'm just pulling your leg - actually, no I'm not, I'm pulling this guy's leg!" Vyeggar laughed heartily at his quip before swinging the rusty blade again and finally succeeding in severing the femur. "There, you see? Progress! It all comes down to motivation. With the proper motivation, you can do anything in life. That's what the Sophists taught me - that, and how to bleed within an inch of my life in a near-constant cycle for what felt almost like my entire adult life. Did it make me unhinged? I guess you could say that, if you wanted to be a prick about it. It's important to love yourself, no matter what your flaws are."
With the final limb taking a splashing trip down into the sewer darkness, Vyeggar sighed and stared down at what remained. "And then, last but not least, the ribcage. I wish I could say there was some glamorous trick to it, but when it comes to caving in the ribs there's only one thing to say: 'might as well jump! JUMP!'" he sang out as all 220 pounds of half-orc muscle came crashing down like a boulder square onto the corpse's sternum. The ribs buckled and cracked like someone falling through ice on a pond as the curved bones gave way under Vyeggar's boots. He grinned at the pale, vomit-splattered face of Big Fox. "See? Nothing to it. As with anything in life, you find out what works best for you and then come up with systems to streamline the process and improve. Hey Grim, time me! I bet I get through this next guy fifteen - no, twenty seconds quicker. Say, Mister A**hole, you don't look so swell. I'm surprised, a big, tough gangster like you, I thought you'd have more stomach for what comes with being a real sadist - I mean tough guy." It was giving Vyeggar immense pleasure to watch the elf continue to retch and cry as Vyeggar dismembered his dead friends. Finally, he came to the last body, that of the dead wizard. He clucked his tongue. "A damn shame. Well. She f***ed around and most definitely found out, as the kids say these days. Grim, you get everything magic-y you want off this dead broad - Grim?he's still invisible? maybe?Where did that little knucklehead get off to? Ah, there you are. I'm almost done here, then we can, what, get the damsel in distress back home? Is that all we need to do now? I can't imagine this was what Sandy had in mind, but Ariadne's certainly home 'safe,' physically, at least. Can't do jack about her newfound mental and emotional trauma, but that's really more of a 'her' problem."
Vyeggar yawned suddenly and turned back to Big Fox. "That's the other good thing about corpse smashin' - it's pretty much a full body workout. I'm gonna sleep like a stone when I get home. Hey, Liana, you think Tilly's got a sex dungeon under the casino? I bet she'd make a good chunk of kink coin with this little elven ladyboy. Might even take a cut off what we owe her for a pretty little thing like him." And for the second time that evening he blew Big Fox a kiss.
It was at about that moment that he felt a strange... sorry, did not mean to forget being offered inclusion inro the collective. Very cool!tickle? inside his mind. He had been tortured by psionics in the past, but this was... friendly? He looked about curiously for who - or what was doing this. They seemed to be offering him a choice. His golden eyes found the dark brown orbs of Liana looking at him, and he seemed to know it was her doing. He returned her gaze in confusion. Whatever she was asking - or offering - seemed to take the form of a door in his mind.
Thought you hated me? Not sure why you'd change now, knowing I haven't hardly changed much myself. A pause, and then, ehh, what the hell, let's see where this goes - and he opens the door and steps through.
Standard Action:Rolls. Strength check of 12 for some successful corpse smashing. I can't tell if Vyeggar is turning me into a sadist or if I was already like this...
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; Feb 9th, 2023 at 01:13 PM.
Removing his jacket, Damien initially spent the next few minutes collecting the smaller pieces of bone, limb, and viscera in it like a sack, grimacing at the mess he was making and silently reminding himself to ask Grim for help cleaning the garment later. After a few trips to the sewer grate, the vishkanya took a moment to watch Vyeggar at work, almost amused by the savage efficiency with which the half-orc disposed of bodies whilst simultaneously striking fear and disgust into the heart of their enemy. No doubt, Sliggitz probably found this a bit too much to bear, and while Damien had little sympathy for the goblin, he also blamed him less for the evening's events than he did the goblin's witless, overly confident poser of a boss. Moving away from the sewer grate, he approached Sliggitz.
"What became of your friends happened because they threw in their lot with a weak fool... the same one you did. But you're alive, and they aren't... and you have Ariadne to thank for that. If I were you, I'd think very hard about if you deserve it when it's your fault she got caught up in all this. Maybe wise up, before you're the next one going into a sewer." Spitting on the ground, Damien left it at that as he made his way over to the largely forgotten wizard. She looked stable enough for the moment, but certainly not in anything resembling good health. Damien would have loved to be able to say he had any idea who she was, but at the moment, there wasn't enough information to go on, and it was probably a better move to try and keep her alive than leave her fate to chance and bring some unseen major player out of the woodwork looking to enact vengeance.
Throwing his soiled jacket over his shoulder, the vishkanya crouched down and took the wizard by her good arm, grunting as he pulled her into a fireman carry and made for the apartment.
Once inside, Damien found himself too disgusted with Big Fox to listen to any of the elf's blubbery apologies. He stuck around long enough to get the relevant information before leaving Liana and the others to do the interrogating. People like the elf... children, playing at being gangsters. Highborn imbeciles so bored of their cozy lives that they think it might be fun to make a name for themselves as big shots of the underworld. Of all the scum in the world, Damien was certain he hated their kind the most, using their privileged lives to turn the harsh realities he and his companions walked in every day into their fantasy. Saying nothing else to the elf (save for an audible hiss), Damien followed Ariadne to the kitchen area, settling the unconscious wizard into an empty chair as he began giving her wound a once-over. It looked somewhat healed, but anything further was far beyond the bounds of his expertise, and at this point it seemed better to simply try and get her conscious again.
Dabbing at the woman's head with a hot, damp rag, Damien listened to Ariadne share her situation, saying nothing as the girl poured her heart out. It was, tragically, not dissimilar from plenty of other stories he'd heard... another poor soul with something left to lose, doing their best to keep someone they love from living the shattered life they themselves had no choice but to live. At Ariadne's bitter question, Damien finally spoke up.
"It's never enough. When you're trying to drag yourself out of a pit, all you can think about is moving forward and protecting what's important. Maybe it's family. Maybe it's your sense of self. Maybe it's a dream to make it big somewhere. but for some, the climb is so steep, so difficult... that you lose sight of the end, and it never stops. Even when you have everything you need. Even when you've dug yourself out of the pit, and now you're rising far above it, giving yourself more to lose... and more to protect. Someone like Tilly would protect what she sees as hers... no matter the cost."
Damien took a momentary break from attending to the wizard, rubbing his tired eyes with one hand before looking over at the girl.
"... I can't promise it'll get you free of the casino, but if we can save the wizard and complete the handoff, this deal might still be on the table. Our little secret; nobody outside this apartment needs to know about it."
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
Before Damien disappeared into the apartment building, he had choice words for Sliggitz, each one landing another weight on the stupid goblin's shoulders. He was all too aware of what he had risked and almost lost tonight. As well as what he probably lost anyway. There was only a small retort, an ashamed murmur of "Never pretended I deserve her." Then he got on with forlornly helping Vyeggar cleaning up the bodies of his friends, as if he could somehow weaponise his sheer patheticness into some sort of benefit in all of this.
Big Fox just watched Vyeggar at first. Barely listening. Just watching. Every snap of bone made him pale evermore. Every splatter of blood drained his away from his cheeks. Every torn muscle made his lips jabber. Grim's magic made the blood act on its own, flowing obediently into the sewers like rats following a piper, and all it did was worry Big Fox further than further.
Then the previously terrifying Liana changed tactics. Sweet. Motherly. Professional. Ready to kill him at a moment's notice. At last, someone sane to talk to. While the idea of his connection to Big Wolf, and that he let slip those words at all, terrified him, at least Liana could be spoken to. Bargained with. Until she asked "Where does he come to meet you? What does he ask you to do? Like, for example, what happened the last time. And, how often does this happen? Are you expecting to meet him any particular time or place soon?"
He went very blank, and his eyes turned into little worried pin-pricks. The colour returned to his cheeks, blooming rosebushes of embarrassment. "Are you sure... how much detail..."
SNAP! A goblin's sternum exploding under Vyeggar's elbow. PLKK! CRICK! SQUEETCH!
"Aaaaaah, he meets me at my father's estate! In the Citadel! Then I suck him off! Sometimes there and then, if my dad's home he'll just get me into a quiet alley, if he's on the way somewhere he'll hire a carriage and have me on the way! I-I-I-I-I just wanted to impress him, he's the only one I've ever ****ed, honest!" His hands curled into little fists at the hem of his tunic, terror all over his face. "M-maybe this happens once a month? Just whenever he wants! Sometimes he'll be there twice a week, one month he never showed up! But you can't stake out my place, or my father would..."
His eyes lit up.
"Big Coyote! She's regularly comes to pester me!" he explained hastily. "I see her stroke of twelve, on the dot, every five days! I saw her yesterday, so she'll be at my place on Day 108 of the Harvest, I wager!"
His eyes then travelled. He saw Tarbin glaring at him. Hating him. He winced, and slowly raised his hands to protect his tear-stained face. "Pl-please don't h-hit me," he whimpered between blubbers. Then the shouting came. He barely could even summon a reply, just curling into a ball and gibbering out some half-stammered, half-blurted cries of "Damidex Longinus, don't hit me, I'm a foolish cowardly fool, don't hit me, I'll pay everything my daddy will give me, don't hit me, I'll never pick a pocket again, oh gods oh gods oh gods don't kill me! Don't! Kill! Meeeeeeeeeeeeeeeeeeeeeeeeee!"
Location
Map
Season
Day
Time
Weather
Ariadne's Apartment
I7
Harvest
104 of 120
1:25am
Clear
Ariadne tensed up at Damien's words. She seemed to take the time to really ponder them carefully. Whether it was because she was trying to judge his intent, or just overwhelmed by the night's events and needed some sensible words to hold onto. Finally, she committed to an answer.
"Funnily enough, Sandraminae said something similar to me, once. After the Maztablaztas saved me from a pretty violent client, this elf," Her arms tightened around her belly. "I was a mess, and she held me for hours, and she cried when I cried. And exactly how you'd imagine she would, too. Dead silent, holding me, and her tears were so warm. Then she got this... look... and told me that everyone in this city is after something. The whole city's starved, and fighting for scraps. The only two people she knew who didn't want anything were her and Tilly. Just the two heads. Then she told me to take the night off. Use her room, drink her wine, and sleep it off." Her lips flattened. "She let the elf live. No hands, no tongue, no dick, no ears, but alive. As a warning to the other clients. They need reminding occasionally, but with warnings like that, it's not often."
Her eyes welled a little at the corners. "But then Tilly walked into the room. She had something wicked in her eye, too. And I found out what Sandraminae really meant." Her fists tightened on the bed, as if she was holding onto her dear sister's arm. "My sister was doing really well in some classes. Badly in others. Badly enough to threaten her tuition. And somehow, Tilly knew everything. Her teachers. Her classmates. And she offered to make all of the problems go away... as long as I got back to work like a good bitch." The last words were spat out.
"That's why I had to risk selling the Prism Gem. That pit you talk about? That's where Sandraminae and Tilly live. Sandraminae wants everyone in the pit with her, where she thinks she can protect them. Tilly just wants to make the world one, big pit." Ariadne finally looked at Damien, with a firm, determined glare. "You don't want anything either, do you? This pit is your home too. Well, once you get that Chest, get out. Otherwise, you'll end up just like the pair of them. Maybe worse."
That's when, suddenly, the wizard began to give a start. Wheezing and jolting in half-awake pain, almost headbutting Damien on the way up as she did. "Wh-who cast that..." Drowsiness took over her once again and her head fell, though now she was at least regaining consciousness, if not entirely there.
Ariadne's demeanour changed entirely. Apparently all of the pessimism went at the slim chance of escaping the Casino. Her hands suddenly clutched at Damien. "Please tell me she's ok!" she hissed. "She's a Sell-Spell! If the University finds out one of their own died in my apartment, then my sister's future ends when she's sixteen!" Then her eyes widened. "Wait! The Prism Gem! Where... where the hell is it?!"
But, with a splutter, the wizard woke up, though groaning and protesting "What the hell is going on here?"
Everyone except Damien can attempt Knowledge Local checks to try and identify Damidex Longinus and his potential affliates, and where his father's estate might be. Damien, you can roll Knowledge Local or Knowledge Arcana for what a Sell-Spell is.
Liana kept her back turned to the grisly and horrible work of disposing of the bodies. Her injuries still pained her, and the metaphor of life in Julianople being a "pit" seemed all too true to her, and depressing. So she focused her energies trying to address one practical problem at a time.
Liana gave further meditation toward the Prism Gem gem. She had an Lentil posted a suggestion for a follow-on check to know moreinkling during the battle that there might be more to it that first came to mind. So she focused her mind and thought carefully through all the religious lore that might apply.
Hmm ... it was only the most common lore was coming to her mind about the Prism Gem. It as bad, evil, very wrong. But, frustratingly, its deeper secrets were not a part of her studies.
"The Void Prism is evil," she said. "It should be destroyed, and in the future Ariadne should be more choosy about what mystical artifacts she picks up."
She also pulled out her Blue Book and studied it, seeking clues as to information about Damidex Longinus and his potential affiliates, and where his father's estate might be. She was no great scholar of the city, but some common facts were often in her grasp, now that she had lived here some time.
Unfortunately, the Blue Book wasn't much help, either. It was mostly an explanation of the seedy underbelly of Julianople, most of which did not extend to the Citadel. She did, however, learn a little more about the Citadel specifically, and she shared that with her companions.
"Maybe some of you know more? The apartment buildings are in the east and the actual estates, such as the Longinus Estate, are closer to the Palace. They are generally guarded. Hmm, hired escorts are best off going around the back to avoid embarrassing their clients.". She frowns, not having any better information than those rudiments.
Dice Aid Another (self): Knowledge Religion DC 10:
1d20+6
(12)+6
Total = 18
Dice Knowledge (Religion): Prism Gem:
1d20+11
(1)+11
Total = 12
Dice Aid Another (self): Knowledge Local DC 10:
1d20+2
(2)+2
Total = 4
Nope.
Dice Knowledge (Local): Damidex Longinus or related facts :
1d20+1
(16)+1
Total = 17
Post amended to include results from Lentil's private message on the skill check outcomes.
Grim had been invisibly watching Vyeggar for the moment before reappearing as the large man called his name and he set to work helping to clean up the scene, His magics were not as impressive as others he could mention and hoped he wouldn't see for quite some time but they were perfectly suited for this task, being much more practical in nature. Even as the blood and viscera responded to his commands, Grim had a smile on his face as he talked with Vyeggar as if this was a daily task they were performing, how much was an act to intimidate the young Elf and Sliggitz and how much was to keep himself from thinking on the gruesome task they were performing was Definitely the latteranyone's guess.
"I must say Mr Vugmuk, your technique is not the most elegant of solutions by any means but it is certainly effective, and i will admit that your Anatomical Acumen is very impressive. As i suspected there is a lot more to you than you make us believe"
At Vyeggar's suggestion of checking the wizard for "magic-y" items, Grim turns to the woman to do just that, only to see her being carried in to the apartment building by Damien, apparently much more alive than she deserved to be at that moment
"Well that is disappointing, i would certainly have liked to acquire that channelling stone she had been using to speak with Nal..with that Gnome"
Luckily for Grim, Liana chose that moment to ask the remainder of the group if they knew anything more about the Longinus family and their estate. He had heard the name before, Damidex didn't mean anything to him but he was sure he has seen the Longinus name on his families manifests before and after a moments thought, he began to understand why. He had always made a habit of listening to the whispers of the cities whenever he made land and had done so almost every night since arriving in Julianople. He may not have been there as long as some of the others and he was by no means a native but he was able to rapidly gather useful information using his skills.
"I have heard the name, I believe my family may have even done business with them before transporting their wares. There is a lot of Wealth in that family and a great many connections. There are not a family to cross lightly, they deal in weaponry like many others but their interests lay in the more unusual and rare kind, such as the Dragonfire Pistol our young sycophant here carried, as well as more custom modified kinds use by the more exotic races"
"Hmmm now that i think on it, they would most definitely be the family someone would go to for an unusual crossbow such as the one you currently have in your possession Lady Liana"
With a few more whispered words of magic, Grim walked slowly up to the snivelling Damidex, the gnome was of course not a tall or physically intimidating person but with the elf currently cowering on the ground for once Grim almost had the height advantage, and with his magic backing him up he certainly had the presence of someone much larger, someone who seemed to have a pool of blood following him and pooling around his feet, tiny ripples and waves weaving back and forth almost like it was an eager puppy wanting to play.
"What do you know of a Kobold called Kasturr Mr Longinus, and his involvement in the events of the Dead Mermaid Casino?"
Turn Summary Initiative: Move: Action: Cast Enhanced Diplomacy on Self - Diplomacy Check for Information from Damidex
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/Enhanced Diplomacy) 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
Equipment: Armor/Clothing:These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.Dilentante's Clothing Weapons: Daggers x4, Brass Knuckle Magical Items: Void Prism Equipment: This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment. The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Scroll Case, Journal One (Mapbook), Journal Two (Questbook), Brass Knuckles, Flint & Steel, Grooming Kit, Scrivener's Kit, Vial of Ink, Shaving Kit, Red Sunshine x6 (100gp per Vial), Money PouchAdventurer's Sash, Containing 11GP, 6 SP, 10 CPMoney Pouch, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powderGrooming Kit, This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small rulerScrivener' Kit, A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shavesShaving Kit, Contains Parchmentx4Scroll Case
”Thanks, pal, I aim to please, though it’s just as much art as it is science.” He gave the friendly Grim a smile that looked like a broken fence.
With the last of the bodies cleared up, Vyeggar was now at something of a loss. The girl they had been tasked with protecting was now safely ensconced in her apartment with the scaly vishkanya, along with her idiot kobold boyfriend. The gang had been effectively destroyed and Big Fox had essentially been emasculated in front of his remaining troops. As the last of the blood disappeared down into the sewer, Vyeggar rubbed his crimson-smeared hands. Was that a trace of a shake? He couldn’t be sure. The danger they had faced with the sniper was entirely foreign; death could have come for any of them with hardly a moment’s notice. Liana herself had nearly died. Vyeggar found himself strangely relieved that was not the case, and the idea that he might be developing some semblance of affection for these strange castaways was curious. It had been a while since he’d had his brothers to care for, and that loss had left a dark void in him he hadn’t even realized was there. Only now, with the light of companionship growing brighter in his life did he recognize how much pain he had really been in. They weren’t friends, not yet, but in the grand scheme of things they were as close to family as he’d had in a good long time.
”Yeah, I heard about them elves. Weapon dealers. Well, everyone’s gotta make money the best they can.” He shrugged. There was no one to kill, and no one to protect. The elf was practically pissing himself and would tell them his deepest secrets at this point, of that the half-orc had no doubt. The kobold was an idiot, Vyeggar doubted he knew a thing. If either of them knew where Kasturr was holed up, Vyeggar was sure that his companions would weasel that knowledge out of them. They didn’t need his blunt force trauma approach right now.
”Yeah, I’m gonna go grab that long gun and make sure the little turd who shot Liana is ready to comply – either that, or he’ll be joining his friends down in the sewer. We, uh, should probably think about headin’ back to the casino once we’ve got what we need. And, uh, it might be a good idea to bring our Little Fox back to Tilly. I’m sure she’ll find a way to put his holes to good use down in her dungeon. Otherwise, he’ll just end up reporting back to the other Bigs. Or we could always –“ and here he made the universal slashing motion across his throat. ”Food for thought. Alright, I’m off.” And with that, the half-orc began to stroll down the street to gather up the fallen sniper rifle, as well as the one who had put it to such deadly use.
Standard Action: rp. If the rifle is in the street Vyeggar will break it across his knee; if the kobold is still holding it, Vyeggar will ask him one time for it. After that will come violence
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)
Tarbin looked down at the snivelling elf and shook his head. In a way he pitied the pathetic excuse of a wannabe gangster but still his actions could not be forgotten. ”Give me no reason to boy and I won’t lay a hand on you again…” Tarbin replied as his voice returned to much more normal levels. ”Now stop that noise and wipe your face” Tarbin instructed. While the large man’s tone was still firm it was not as harsh as before. ”From where I am standing you are rather fortunate, I have endured far worse bearings than that…” Tarbin added and in truth he had.
”Now Damidex Longinus, I want to believe you are nothing but another victim of the Bigs. But you had better convince us of that.” Tarbin declared as he just sort of loomed over the elf. ”Keep in mind we now know who you are, where you live and who your father is.” the large man added.
Stepping back slightly Tarbin then glanced over at Liana. ”You have my agreement. The prism should be destroyed if it can be done so safely…” Tarbin agreed with a slight frown.