Tarbin nodded at Tilly as the orcish woman arived at just the right time to be able to answer his question. "About what I expected..." Tarbin commented while wearing a puzzled frown on his face. "It is beyond me though why someone would waste good coin to poison themselves..." the large man declared. "Talifax is the one who sells the red sunshine muck?" Tarbin then questioned.
"I intend to only knock the heads together that need it..." Tarbin then added with a serious look though he soon shrugged the comment off and glanced away.
As Sandraminae and the pay trolley entered the room Tarbin glanced over along with everyone else. The large man then accepted his pay with a slight bow, while 20 gp was one of the smaller amounts paid out it was still a very respectable amount for a single nights work and it had to make Tarbin wonder how much the Casino managed to make in a single night.
"If that is what you want we can leave the kobold be for now..." Tarbin agreed with a shrug of his large shoulders at Tilly's next statement. "But would it not be quicker just to grab him if we see him and bring him to you?" Tarbin questioned. It was likely after all that their group would be spotted down dragon road and if the kobold saw them then surely he would be on the lookout for Tilly in the future.
At the sight of Grim's severely reduced pay, Vyeggar chortled laughter at the gnome's misfortune. He had spent a coin or two on a woman before and paid for it the next day in one way or the other. Venereal disease was no joke, he'd discovered. The half-orc walked over to Grim and clapped him on the back.
"Cheer up, mate, at least you can get your rocks off more than once," he guffawed. "Bet you won't make that mistake again. Or maybe she's just that damn good - hell, maybe it's loooove!" And at this, Vyeggar absolutely loses it with laughter, a real gut-buster that has him first clutching onto Grim for support and then eventually sinking to a knee.
"Does - hahaha- does the carpet match the -hohohoho - does the carpet match the dr- HAHAHAHEHE!" Vyeggar is unable to finish, laughter taking over his ability to speak. He is eventually able to get himself under some semblance of self control and makes his way over to his own stack of coins. He looks down into Tilly's one eye.
"Aye, love, and thanks for the gold, though it seems a bit daft when we're just going to turn right around and hand it right back to you. Why not just cut out the middlewoman and you just take my earnings off what I owe for your special box. You know, normally when I pay for a woman's box, I get a bit more pleasure out of the arrangement." He winked at Tilly with the eye which wasn't full of blood.
When the talk turned to the kobold, Vyeggar merely shrugged. "Don't remember no kobold, I don't pay much mind to vermin." His eyes flicked menacingly to the kobold with the quill before returning to Tilly. "If I see your boy I'll let him be, but if he crosses swords with us I won't think twice about squashing the little bastard. Now, are we done here? It's been an absolute sh*tstorm of a day, and I am ready for bed."
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
For better or worse, Kara had little to say to Tilly from her position at rest on the floor. Her stamina was mostly spent from the activities of the day and retelling what she had intuited from the guards. But even rest could wait for pay, as Sandraminae's appearance with wages prompted Kara to hop to her feet. Swiftly forty gold pieces vanished into the contents of her coin pouch. Once the drawstrings were closed Kara resumed the route to her spot.
At Tilly's more directed instructions, Kara pauses in her steps. Shrugging her shoulders before turning about, she says, "I can look into blunted arrow heads. The scar-face won't die easily from that, that is, as long as you don't mind a kobold delivery, as Tarbin said." Facing Tilly she scratches the back of her head, "Otherwise. Fine, I'll see about holding the big guy back and telling you immediately if he is in the way of the investigation." Glancing Vyeggar's way as he said more than a few unnecessary words.
Sandraminae tittered a little to herself at Damien's joke. "And where would I be without your banter? That is a much better use of your stamina." There was a flirtatious wink from her, one that many a customer had seen, before she moved on to pay all the other staff what they were owed.
Tilly did not answer immediately when Tarbin asked about just bringing the kobold in. Or, rather, her answer was her fists curling. Each finger popped like a tree branch snapping. "I will deal with him myself," she growled. Somehow, she made this sound like a threat. Her gaze extended to Kara as well, catching her in a wild furious look. "No talking. No fighting. Don't let him know you've seen him. Just tell me where he is."
She began to walk away, stopped only by Vyegger. She had to look up to him. When he looked down, he found the first smile he had seen out of her - they seemed like a rare thing, like her face didn't know how to do it. It was full of cruelty. "I didn't think you'd be the smart one. You only know 'Punch' and 'Don't Punch' don't you?" She slapped his cheek lightly, as if she was a mother patting him on the shoulder. Even this was rough and done to hurt. "You'll do well here, Vugmuk." With that, she stomped her way upstairs, with all of the staff giving her a wide berth.
The kobold who was confronting Liana, meanwhile, just narrowed her eyes at Liana's answer, as if trying to see into the whites of the halfling's eyes. As if some secrets could be found. Then there is a nod and a smile - she doesn't find any. "Well, missus, I just wanted to be sure you hadn't lost some'wun you care about." She then looked to the huge orc standing by the box and nodded in his direction. "If I were to lose my dear Larzon, I think my heart would give out." Said orc gave Liana a very alarming look, as if he was going to run over and tear off her head there and then. When the kobold waved to him, he waved back, still with that same awful expression.
The kobold giggled and looked back to Liana, offering a hand. "Rizotto Maztablazta. My husband and I are security - you let us worry about any shady characters, so long as you make them known to us." She gave a quick look to nothing in particular over Liana's shoulder, then back again. "I'm afraid I have to make myself scarce, missus. Please let me and my husband know if you ever have a problem." And with that, she slunk away.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid's Casino
J2
Harvest
103 of 120
11:23am
Sunny, Hot
Some of you had better sleep than others. Grim barely slept. But you each awoke at roughly 7am, roused from your sleep by the distant sounds of the ports opening for business. Breakfast was the one time that the Dead Mermaid had ever been seen quiet by you - just workers getting ready for the day slowly, and actually relaxing. Tilly was nowhere to be seen. The more social of you made little small talk with the other staff who were curious about you, while some of you just prepared for the day. It was an important one.
Your first lead.
The journey through the city was strangely ominous. No matter how hot and humid it was, you could somehow feel a chill regardless. A chill of purpose and of need. There was important work to be done. You took your first steps beyond the walls of the Lawless City in what felt like so long, even if for most of you it's been days at most. There was only a little questioning about your purpose by the guards, nothing out of the ordinary or unseemly. Instead of talking the road off into the desert and the jungle and the nothing, you turned right. Right down Dragon Road.
Into darkness. Julianople was a jungle of concrete and timber, but this was a jungle of wood and nature. The last of the morning mist clung to your feet as you walked, the stone beneath your feet becoming a dirt track, and then mud and water. Pretty much everyone you saw was a kobold. This was their home, with squat buildings made for the poor, made not by the city builders but by the riff-raff who had nowhere else to go. Musk and dust and flies filled the air. There were a lot of eyes on you, mostly the residents wondering who these strangers were.
You continued deep into the jungle. Even Dragon Road was abandoned by you as you made your way to Dragon Road Herbalists. No guards. Seemingly no roads. You had to wade into the puddles of muck more than once. But finally you came to a large building decorated by bones. It was kept out of the muck by huge stilts that kept it aloft, and beneath it, next to the stairs that would lead you up to the front door, was a little jetty for boats. None were in.
You were all immediately confronted by an old female kobold, with her long hair in conrows running down to her feet. Her hair was long and thick enough to hide her whole body, and it was intertwined with flowers and mystic charms. "What is your business here, strangers?" she croaked, her voice wary, suspicious and cold.
Rizotto Maztablazta, security. Liana filed that away, nodding as if happy to live in secure place.
First thing out into the morning sunlight, Liana sneezed, a sound like blowing a high pitched whistle. Then the walk began.
Time passed. Quite some time - as the path led into shady darkness.
Despite her short stature, her proportionately long legs are quick. She has She took an alternate racial trait: Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Riding on someone's shoulders is humiliating.no trouble keeping up with the marching pace of humans.
Liana misliked the swamp and grungy outdoors. A city, and indoors was much more her favored environment. As she walked, sometimes she hummed a tune. Sometimes she listened. At one moment as she was listening, without changing her stride she quietly passed on some information in a low voice.
Liana whispered a warning to the others. "I'm pretty sure we are being watched. Can anyone spot by who? Stay alert."
Some time later, they arrived at the house. The woman seemed to Liana that she could be a witch, which matched what she was hoping for.
"Hello ma'am." She answered. "Is this the Dragon Road Herbalists?"
"My friends and I," she puts a friendly hand around Grim's shoulder, "wanted to look up this place while we were in town. To shop for some herbs. Our mutual friend Talafax recommended this place."
Liana is hopeful she can get a fix. She needs it, but she doesn't want to show just how much. But she's a little nervous ... a little scared at being in such a place: that's why she hangs on to her friend, so.
Dice Aid another (bluff - self) DC 10:
1d20+8
(9)+8
Total = 17
Dice Bluff - we are pretty typical customers you look to make money from. Let us in.:
Were it not for the damned mosquitoes, it might have actually been a pleasant morning. Vyeggar had taken off his now scuffed but still quite expensive loafers and tied the laces together before looping the whole mess loosely around his ropy green neck. The now ripped black slacks had been rolled up to the knees, revealing the bulging green calf-muscles of his legs. His feet squelched in the muck and slime, and Vyeggar spat a bug from his mouth. After the sexually satisfied yet completely exhausted Grim had nearly sleepwalked into a few deeper pools of jungle muck, Vyeggar had laughed and taken pity on the poor shorty by he's only 40 pounds, I'm not even at a light load.hoisting him up onto his shoulders. "Take a nap, friendo - no sense having you wasted before we even start this foolishness. Hey per Liana's character info she often sings while she walksSongbird, you want a I imagine not, based on our current relationship, but as she's another shorty, worth an ask at least. Vyeggar would be at med load with her weightride too?" he asked the halfling woman. He expected coldness but wouldn't care either way. With their little legs they'd just slow this foolish trip down even more, but if she wants to play it frosty down there in the mud, it's no skin off my nose. Speaking of skin, the skin of his face had almost completely closed up from the wounds he had received at the hands of the guards. Vyeggar had offered up a quiet blessing to Sophi for her mercy in stopping the bleeding, but his fists had been clenched in rage as he prayed. It was clear the scarring was deep and permanently disfiguring, and although he would never have considered himself a vain man, the fact that his countenance from this point forward was so utterly marred as to render him a walking gargoyle hurt his soul in a way he would never be able articulate in words.
Despite the provided directions to the herbalists shop, finding the venue had been trial and error. When the raised hut finally came into view, and after setting the little gnome down, Vyeggar just shook his head. Kobolds, he sneered, kobolds everywhere. He would have preferred his method of dealing with the filthy buggars, namely stomping until there was just a puddle of flesh and bone, but this was a fact-finding mission, a diplomatic inquiry into a hostile incident between two factions - in other words, it would likely just be talky stuff. It had been made clear to Vyeggar, to his complete and utter surprise, that talky stuff was not his strong suit. He was still chuckling over Tilly's words from the night before, just before her little love slap: "I didn't think you'd be the smart one. You only know 'Punch' and 'Don't Punch' don't you?" She had him pretty well figured, at least regarding his approach to diplomacy - either hit the target, or scare the piss out of them that you're about to if they don't talk. It had worked well enough when it was just him, but that was no longer the case. Liana, seemingly, was the mouth of their merry little band, so Vyeggar contented himself by being the eyes and ears.
It was for this reason that he was, seemingly, the first one to see the figure up in the tree. The click of the bolt had drawn his eye up, and after the momentary flick he returned his gaze to ground level. Liana's earlier warning about feeling like being watched had been as helpful as being told to wear a poncho during a monsoon. He didn’t fault her for this; it was good to see she had her head on a swivel, but he didn't need her to tell him to keep his guard up - guarded was his normal state of readiness every day of his life.
The figure in the tree had a crossbow readied to fire, but for the moment it wasn't directly aimed at any one of them. That would likely change quickly, but for the moment no one had acknowledged the threat the figure posed, and the half-orc wanted to keep it that way to start. That didn't stop the reflexive readied action: if x-bow is aimed at the group, will activate Snapping Turtle Style for a minute of +1 shield bonus to ACtensing of his muscles should the weapon swing his way, but otherwise he did not give any overt sign there was a problem. He did, however, catch Kara's eye. The sharp eyed scout was probably already aware, but there was no sense taking that for granted. With just the Stealth check?slighest nod of his head, Vyeggar whispered to the human woman: "Don't turn. Cypress, nine o'clock, thirty feet up. Crossbow." Beyond the small nod, the whispered message, and the ever so slight tensing of his muscles, Vyeggar did not acknowledge the threat.
Standard Action:
Swift Action:
Free Action: whisper to Kara about the crossbowman in the tree
Movement: readied action: if I see the crossbowman aim, will use martial flexibility to activate Snapping Turtle Style for a +1 shield bonus
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
__________________
A watched game never updates...
Posting status: Delayed by life/brain stuff. Will post when I can. Skip/NPC as needed.
All Grim can do at Vyeggar's crude remarks and mirth is roll his eyes and glance over at the others, giving them a grin and stage whispering "Allow our uncouth friend here his amusement, now that his physical appearance is as horrendous as his personality he can only wish any amount of coin could convince a young lady to spend time in his presence"
At Tilly's "polite" request that they do not engage the scarred Kobold, Grim quirked an eyebrow in curiosity, even more secrets it seemed, He had to wonder if they needed to investigate the missing chest at all, Tilly seemed to already know the people involved that their investigation had uncovered. He wasn't too happy about having his hands tied (metaphorically) but until he was physically recovered from his prior beating he would hold his tongue and not do anything else to incur her wrath, it had already cost him a considerable sum of money already although the night did promise to be entertaining and enjoyable
Grim had barely closed his eyes before it was time to be up again, sadly as an employee of the Casino now, he wasn't afforded the same luxury that his companion was to keep the room until later in the morning and continue to sleep off an energetic night. It was with a great deal of reluctance that Grim slipped out of the very warm embrace of the young redhead and dressed, heading down to breakfast, which thankfully was a much quieter affair than the previous nights gathering
Usually extremely social, Grim was just too exhausted to make small talk and was putting on a very convincing imitation of Yveggar's grunts and sullenness as he struggled to stay awake and not pass out into his plate, but soon the hot meal started to have the desired effect and he was able to follow his new companions outside, the fresh air helping to perk him up even more as he followed the group out of the city and into the surrounding jungle via the Dragon Road.
If he had been more awake, the explorer in him would have been revelling in the newness and adventure of the short expedition but on this occasion his fatigue and his short stature were making the trip unpleasant, so when the usually unhelpful Vyeggar lifted him onto his shoulders out of the mud, Grim was very surprised but in absolutely no mood to act indignant about it and used the opportunity to rest, giving the man a pat on the shoulder and a thank you in Orcish.
Seeing the man swatting at mosquitoes and spitting the bugs from his lips, Grim glance around to see the others suffering the same discomfort. in his current state he hadn't even been aware of the bugs, but then being quite a hirsute gnome he wasn't often bothered by them. Gathering his thoughts for a moment, Grim called on his magic, the rush of energy and power flowing through his body, even for such a small charm was invigorating for the Gnome, it could be quite addictive. Once more his aura glowed with magic and he waved his hand out over the group as they slogged through the mud, this wasn't his first time in a jungle and on his travels he had many conversations with rangers and woodsmen about the best way to repel insects. Most agreed that a mint scent would discourage them and he recalled being told by an Mud Amber Miner once that the Catnip Mint scent was the best for that task, even offering some to the Gnome to prove it. Still recalling the scent, Grim cast it out as a cloud to linger on the skin and clothes of his friends to help.
Eventually the group arrived at what they were sure was the Dragon Road Herbalists and Vyeggar lowered Grim to the ground again, once more the gnome thanked him in Orcish as the Kobold woman came out to speak to them, Liana took charge of that task thankfully, he still wasn't feeling as talkative as usual. His attention was drawn upwards as he felt the young woman's hand pinch at his next as she spoke, drawing an emphasis on her words "look up".
Grim smile softly at his friends warning, even if it was unnecessary but she had no way of knowing that Grim had also already seen the Kobold with the crossbow hiding in the tree above the house and was taking steps to deal with it. Using Liana's conversation as cover, Grim muttered the words to his spell, turning his body aside slightly to hide his hands as his fingers curled and waved the charm, at the moment of spell release, Grim cast out his hand, appearing to swat at a mosquito while throwing the spell at the kobold in the tree while calling out "ahh Damn Bugs!"
Turn Summary Initiative: Move: Action: Prestidigitation on walk to produce Catnip scent over the group. Sleep Spell - DC 17 Will save to resist upto 4HD creatures falling sleep Bonus Action: Sleight of Hand check to mask spell casting
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing (7 rounds) Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
Despite her short stature, her proportionately long legs were quick. She had no trouble keeping up with the marching pace of humans. So she did not hesitate the give a brusk "No thank you" to the hideous orc.
But, she could be a bit more reckless than the typical surefooted halfling -- a bit more apt to slip and slide in the mud. Gods be-damned dripping muck she thought.
(At the house)
Liana Xirkul had spotted the crossbow-wielding kobold without a scar, and she had subtly, cleverly alerted Grim to the fact. But with disdain bordering on contempt, she observes that the half orc is swiveling his head around and not spotting the fellow thirty feet up in the tree. Foolish goon, she mocks him silently. Can't see what's before your face. Her eyes stab him with metaphorical cold daggers. (She did not realize that the kobold wasn't all that stealthy and that at least half of her companions had spotted the fellow, and were like herself keeping the fact covert.)
She kept her attention on the witch-woman, hoping to be let in without adversity.
Last edited by CatCanCook; Aug 16th, 2022 at 07:06 PM.
Tarbin was used to sleeping in rough conditions and waking early so the young man slept relatively well and woke early while some were still sleeping. After dressing the large man started the day by heading to the kitchens and cooking up a large breakfast not just for himself and his group but for anyone that wanted it.
"Will be heading out for a bit... let me know if I miss anything interesting while I'm gone..." Tarbin said to some of his new colleagues that he had been getting on fairly well with so far.
The walk north was one that Tarbin was familiar with, while Tarbin might not have been overly familiar with dragon road itself he had grown up outside the city limits and the wilds surrounding Julianople had been where Tarbin and his family had carved out their living and their home. "Good fertile soil this... seems a shame to waste it so..." Tarbin commented as they waded through some of the muck. "Course were still a bit close to the city itself for this to be any proper use as farmland..." Tarbin commented to no one in particular.
Finally reaching the house that sat upon the stilts the large man briefly glanced skywards before idly moving forwards to inspect one of the poles that was sticking out of the swamp. As chance would have it Tarbin placed himself in a position so that he was between the group and the kobold in the trees.
Readying to throw the pole as an improvised weapon if the kobold in the tree attacks, will also use Self-Sacrifice to provide cover to allies