"I chose the shield though I must admit while it was not out of greed I attempted to take all six items that were offered" Tarbin replied with a thoughtful look. "I was only allowed the first though..." he added with a slight shake of his head. "The card I was given was a desert with a sphinx. She told me that I must play the role of a healer and heal the harm that has already been done..." the large man revealed. "I too saw the card in the waking world though it turned out to be a note from my father..." Tarbin added.
The large man then hesitated for a moment before looking down directly at Liana. "She also asked me to find the one that found her and to tell her that she forgives her. She also said that she would have something to tell me..." Tarbin added as he reached up and rubbed at the back of his head. "She also told me that the spirit of my brother brother was restless and not at peace..." the large man added quietly as he stared at the ground and subconsciously clenched his fists.
"If that was truly was the realm of Jeje I cannot say that I am overly fond of them..." Tarbin added as a final statement leaving the thought hanging.
Liana Xirkul frowned at Tarbin's statement," She also asked me to find the one that found her and to tell her that she forgives her."
"You know, I haven't found Chika. I don't know where she is. I'm looking for her, and I found her father... but she found me ... and that in dreams not in waking life. I have done no wrong, insult or injury to her, so no forgiveness needs be sent my way. No, the 'one that found her' is some other person not known to me. "
"Jeje is a goddess of self-realization, strength and community. As the girl covered in seaweed, she stands at the transition before worlds, between sea and land, and between life and death. It is by that unique vantage point that she can inspire and send visions to those in need. She is liberated, she is free from convention and expectation. Yet as elephant, she embodies strength, the tribe or herd working and moving together. So she is both outside and individualist, but at the heart of a body of people: therefore, she is again paradoxically standing at the boundary of the one, and the many. She is the Sleeping Goddess -- unconscious and dreaming, but also psionically aware and mystically awake and able to perceive more than others can. She is of the Heavenly Masters among the most paradoxical. The Waxworks is not her realm. She is a goddess of chaos, and that is of anarchy and liberty, freedom from constraint and limit, while the Waxworks is a place of bondage. It is opposed to her nature. She is also a benevolent goddess; she is and does good. The Waxworks is the opposite, a place of evil. So ... you would be wrong in thinking of that place as her realm. Rather, the dream state that enables insights and realizations in the form of metaphor and symbol, perhaps that is more her realm."
Reminder in case it gets lost, she has a 20 on her diplomacy check to gather information: learn about the Imperial Winery and the gold ticket. 20 is a competent basic effort, just not stellar.
Ariadne was unsure whether to beam or to look guilty as she was congratulated on dumping Sliggitz. "I just feel swindled by the whole affair. I hate to admit that Sandraminae was right about him all along." Her fingernails chewed into her hands a little. "Now I'm stuck knowing more about the gangs of the east side than I ever wanted to. Still, I doubt that it'll mean much for my safety." She used one of her own fingers to artificially open her own eye wider than usual. "Tilly 'just so happened' to be in the area. He knows that his friends are going to have to stay away. She might not like me much, but she doesn't want her precious merchandise damaged." Her gaze settled on Tarbin afterwards. "I appreciate the offer, but I want to repay you... wh-when I can... unless you need my sister to do some maths, or want to hear gossip that isn't from Urin, there's not much I can do."
Damien decided to walk over to the elf who was staring so intently at him. It was a face he was familiar with but had not spotted in a while. It was the elf who had first welcomed him into the casino... no... wait, no, not quite. Her sister, the one who played the fiddle. He vaguely recalled the name Trista. Her cheeks only got redder and redder as he walked over, and when he confronted her, she gulped.
"N... yeah, I wrote that..." she mumbled. "... my father, was... err... murdered... by a vishkanya with six toes... yes, that'll do." The explanation seemed to get quieter and quieter as she went on. "So, errr... lemme see 'em... check it isn't you..." There was a little flash of her tongue licking her lips as she began staring at Damien's feet.
Suddenly, there was a sloshing sound by her side from the nearest bathtub. Damien instantly recognised the sister who had actually greeted him, Sharian. She was mostly soaked and entirely naked, what little suds of what little soap there was doing nothing to hide her as she suddenly wheeled around and batted Trista on the head.
"Not again! By the Heavenly Masters, Trista, quit doing that!" she hissed, before turning towards Damien. Completely open, completely casual. "Sorry about her. She has no clue about boundaries."
The sisters balked, offended. "You're one to talk! How many times have you tried to buy a night with Sandraminae?!"
The argument devolved in physical attacks from there. There was hair-pulling and biting, only the sort of viciousness that sisters are capable of. No one seemed to be bothered, other than a nearby man in the bath half-groaning half-sighing "Girls, come on..."
Ariadne's eyes were rolling by the time the fighting had escalated into slaps, which took about three seconds. She threw off her cloak, revealing the skimpy dress that she had worn the night before. It still stank of gunpowder. She gave a warm smile to Tarbin. "I would certainly appreciate your company, Mister Haldar. I just hope that the Three Sisters sent you a more restful night than I had." Damien added to the offer, and she nodded to him as well. "You can join, too."
Sandraminae kept giggling even at Kara's weak excuse. The giggles only died when she said Kasturr's name. She still smiled, but it was just slightly on edge. A performance, and not for Kara's benefit. "There's a lot I can't say out loud about him," she said. "I'll reiterate Tilly's instructions to you - kill him on sight, don't talk to him, don't let him talk to you." The instruction was given with all of the enthusiasm of a sleeping cat. "Some people in this casino think that killing him would be an utter disaster, bringing every guard in this city down on this place and a whole heaping load of other people, but they are wrong. Definitely, the best idea is just to kill him."
Her eyes shifted from side to side as she looked to see who else could be listening, before she continued. "In terms of how dangerous he actually is, if you actually did find him, it depends. If he's alone, he has a million silly toys to throw at you but the squirt's a coward. He'll run before he fights, and before he runs he'll surround himself with hired thugs, guards, snipers, whoever will fight for him." She scratched her hair behind her ear. "No one in this city likes him... well, the heads of the city guard love him because he's such a squealer, but otherwise he's not popular. But he is rich, and a lot of people can't afford to not take his money. That's the danger. Anyway, I had best go, and just remind you to definitely kill him."
She made another check, then her smile fixed back into that genuine spot. "Anyway, be downstairs the moment you're ready. The most dangerous person of all is Tilly if she thinks you're being lazy." Then she walked away.
Honeypot had initially seemed all too keen to kick out this rough half-orc, her push-and-pull firmly in push. But it didn't take many of his words to pull her in the other way, and her grim professional sneer became more playful, at least until there was the slight snap against her rump. "Oi, you big clumsy bastard! That hurt! ... do it again, same place. Oof, yeah! Alright, enough fun, get out! What the hell does that mean? Clams are filthy. At least when Mama used to cook them. Depends on the whistle. Hey, I said get out! Out! I'll see you later! Out!"
That left Vyeggar on his lonesome, with only enough bottles he could clasp as friends. At least, until Kara made her equally re-energised way past him. Even if she tried to hide it, there'd be only one reason to be sleeping upstairs, unless Tilly had very suddenly developed a new approach to employee-employer relations.
The two members of the Bucket Brigade made their way downstairs to an interesting scene. Tilly, Sandraminae, and Edward Fletcher all looming over the same table. "You know, if you split this into two, that's an extra Diamonds and Dirt table, plus room to bring that ring forward a little."
"See, this is why I keep you around," Tilly grunted proudly. There was a pause as Kara found time to get in a word in edgewise, about what else she could do to contribute. "Yeah, do your weapon-summony-thing and cut this in half. Neatly! I'll go get some wood for table legs." She was already storming off. All the recourse that Sandraminae had was to shrug at Kara.
"You heard the boss. Bugger me, Vugmuk, what were you doing last night? You look worse than you did after literally fighting Big Fox." She was about to respond to his request, but then she noticed the commotion in the staff room. "I'd better deal with that. Talk to the rest of the Bucket Brigade, see if they don't need help with something."
Immediately, she was running off, while Edward Fletcher gave Kara a little wave. "Greetings, child! I hope you are recovered enough from the last time I did surgery on you to help do some heavy lifting," he said, laughing a little. Then, lowly, the laughter stopped, and he leaned in towards Kara. "So... I overheard some stuff last night. Did you actually see Lungri the Dog Killer? What the hell was he doing in the city? After the last time he messed with Tilly, I'd have thought he'd be smart enough to stay on that ship he got on."
As Sandraminae walked into the common area, she strode over the two bodies of the fighting sisters, still on the floor, acting as if they were part of the furniture. Everyone stopped, a rowdy classroom caught by the teacher. "Ariadne. Office. Now." It was a very emotionless summons.
Ariadne glanced to both Tarbin and Damien. "I... they want to talk too..."
"... fine, not my office. Though I will want a word in private before you go on shift. Basement."
She walked away before Ariadne could even respond. There were little murmurings, coos and gossip spreading. Ariadne's brow furrowed. "Let's go," she said, gesturing for Tarbin and Damien to come with her. She seemed cold as she followed the elf. "This is typical for her. If she wants something, she can't just say it. She'll want you off balance. This is going to be the 'I told you so' of all 'I told you so's." But, still, she obediently followed her into the dark basement.
Grim's words sank deep into Rozitto, and as they sunk, her smile got less and less friendly. "That suggests that you do know who did it." The smile then started to die too, and she looked back to her husband. Larzon didn't seemed to register at first, but then he looked to either side, and then nodded. It seemed to confirm something for Rozitto, who looked back to Grim. "You should probably tell Tilly what you know. That old man is no harmless drunk." She rocked back a little, folding her arms and looking up to the ceiling. Deciding something. Weighing options. The balance of speaking and being silent.
She made a choice. "You know he killed his own daughter, right?"
There was a little, low groan from Larzon. An expelling of air. It was enough to make Rozitto change her mind. "Ok, not literally he killed her, but he might as well of." She then turned her attention back on Grim, letting him in on a secret he shouldn't know and she shouldn't share. "You didn't hear this from me, because Tilly's trying to distance herself from the whole thing. There's this thing that some followers of Jeje do where they use some kinda magic stuff to essentially try to get as close to killing themselves as they can, and in doing so tap into some... mutual subconscious of the entire blah-blah-blah, I never paid attention. The only time I've been in a church was for my wedding. Tilly was bridesmaid. The only time I've seen her wear a dress..."
Larzon let out a more urgent huff. It was as if, in the entire story, that detail could actually get the Maztablaztas in trouble. "Mmm, mmm. Anyway, his daughter had some mild magic properties. Divination and the like. But instead of sending her to the University like someone-who-isn't-crazy, he used his own daughter as a guinea pig, and tricked Tilly into giving him about half the stuff he needed. Though, to be honest, I think the thing she hated was that he used that power to come in here and cheat. But yeah, it came to light, and the entire Meditation Gardens community ousted the old creep. As for his daughter... well, she ran away, somehow, but unless her father got her back or someone else found her... yeah, that's one probably-dead woman somewhere, and one stinky old man who bothers everyone and cheats at casino games."
Rozitto's eyes gave the gnome a once-over, regarding all of him suspiciously. Gauging the reaction, seeking anything out of line. Finally, though, she said "My husband's the jealous type, so I'll leave you be for your sake. But before you decide to help a patron out... ask us first. We know who's bad news around here."
They were the final words, and so Grim was left on his own to dress. He went downstairs and found Fletcher and Kara fixing up one of the tables. Fletcher was perfectly happy to teach him Orcstones, but it wasn't long before Tilly herself was at the entrance of the casino.
"Alright! Whoever isn't awake and ready, too ****ing late! The day starts now!" she bellowed, before throwing the doors open.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
Early afternoon
Cloudy
The morning fell away and became day. Behind a veil of grey clouds, the sun travelled further west at a slow pace. Quicker than the last day though. It would keep getting quicker until the end of the Harvest season, when the Rainy season would truly begin, and the city would have only its granaries and its traders to feed on.
There were heightened emotions in the Casino, positive and negative. Some within the building felt betrayed by their friends. Others felt closer than ever. Some were afraid, or sad, or happy, or enraged. Liana did her best to engender the community of workers about. Her requests for consent to bless them were certainly odd, at first, and some rejected her out of sheer strange. But a lot, without really knowing why, agreed. Then the tattoos came, and then the money flowed in after. The dice were luckier. The wrestlers were stronger. The performances were better. Even the sex felt better. Not everyone received the benefits of the blessing, and not everyone knew what to make of the bizarrely sexual nature of the tattoos, but even those who had refused couldn't but help but laugh. Not at, but with.
It was just one of those things at the Dead Mermaid's Casino that made it bearable to live in. The two elf sisters who kept fighting over women and feet. Urin's inability to keep a secret. That guy who was supposedly three halflings in a coat. And now there was that halfing lady with the filthy tattoos. Despite it seeming ridiculous, it achieved the aim that Liana had set out. It had made those binds of family a little stronger.
Liana herself sought out the man who had made the claim to be able to provide weapons from the Grand Temple of Sophi. He was surprisingly elusive, but she eventually found him backstage of the burlesque. A lizardfolk with lute in hand, his off-yellow skin almost making him appear crocodillian. He was stucking playing the same melody over and over, each time changing his mind and play the same melody in a different tempo, or a different key. At least until Liana approached him, distracting him from his funk.
"And while you may be a heathen, suneh, Sophi gladly smiles up to those she sacrificed herself to protect, whether they realise it or not." There was a moment, before his snout was split from end to end in a cheeky grin. "No, I can't keep that up. My name is Etrikan, suneh, how can I help you?" She described what she needed and he winced a little. "I can see what I can do, but what gets donated is what the living have no need for, and the magical and powerful are kept for the... ummm..." His eyes narrowed a little. "Well, most of Sophi's flock attend to their required sacrifice by giving away a portion of their earnings to charity. Some folk give flesh to the church."
Etrikan then ticked his head back and forth, seeming more optimistic by the moment. "The old stuff, it's easy to sneak out. No one will pay any mind. As for the good ****... that'll take time, and some difficulty. But she owes me much and, if you're going to be saving lives around here... well, I owe you much." His eyes then, for a second, briefly alighted. "It wasn't you who was asking around about the Imperial Winery, was it? If it was, you've managed to humiliate Honeypot. Old girlfriend of hers, used to work here, they had been going through a rocky time of it. The last straw was the girlfriend stole some money from Honeypot, and when confronted, she kept saying it was for a romantic dinner for two at the most exclusive place in all of Julianople. And when asked to prove it..." The lizardfolk shrugged. "No ticket!" There was a slightly cruel laugh and a pat on Liana's shoulder. "Do you want to tell her, or should I? She'll feel guilty, but nothing she won't get over. It wasn't a great relationship anyway."
Grim had his own encounter. There was a moment when he was alone, at work, none of his friends around. That's when he backed up a little too far and bumped into a soft figure. A very feminine form, though not one he was familiar with. He had bumped into a few over the last couple of days, and this one was recognisable only by sight. No one had proportions quite like Sandraminae.
"I'm still royally pissed off at you," she growled, her voice low enough to put out all the candles in the casino. She left that unspoken rage settle for a moment, before she added... "But you helped save Ariadne's life. I've not forgotten that. Now turn around and face me." Her voice suggested that this was not a choice, but as he looked, he found her face becoming less and less angry, and more and more concerned. "She told me what happened. Including after. I take it that you really need to get into the University, if you're willing to let Tilly kill you." She found a wall to post herself on as her face curled a little. "Do me a favour and don't get one of my staff killed for it."
She then sucked in through her teeth, the most worried she had over the course of this conversation. "Your sister... what are we talking? She'll be coming here, and whether it's the Void Prism she's after or something else, she'll be at the Casino before long. I'm upping your pay so you guys can arm yourself against gangsters and the like, though will that be enough for her?"
The next person to receive a visit from Sandraminae was Tarbin. Just as he was starting to get hungry, and wondering when his lunch would begin, she tapped him on the shoulders.
"Do you remember my conditions for meeting Big Fox's dad? Don't mention the casino, don't mention me, pretend you're from out of town?" she asked in rapid-fire succession, battering out questions to him. She then dramatically revealed, "You've got your meeting. Day 106, middle of the day, at the Longinus Estate itself. You have thirty minutes to come up with a convincing lie as to who you all are and why you want to speak to him. Make it good and tell me if you'll need clothes. Otherwise, I can't help you and the meeting's off." With that, she stalked away.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
4:01pm
Cloudy
It could not be said that you did not put in your hours. Five hours is a long shift without so much as a five minute break to chew tobacco or the like.
But, one by one, you were each rounded up by the Maztablaztas, with some other workers dotted around. As always, Rozitto did the talking. "Ok! Boys, girls, others, you've got three hours, then you're on again for the night. It'll be a toughie." She gave a look up. "Don't bother us too much - we have a long shift too."
So I do want to take a moment to elaborate and remind you guys of what leads you have, and how you may pursue them, but also you only have three in-game hours to do it all so here's what you can do (that I've thought of, but surprise me)
You have some Red Sunshine, a kobold drug that the guard at your ambush was addicted to. She gave armour to the people who actually attacked you. Presumably, if you trade drugs for information, you may be closer to finding the Chest again. Time this will consume - a minimum of 20 minutes. If you choose to do this, it is recommended all of you do.
Kasturr is trying to get you guys to steal a painting for him, amongst other ridiculous requests. Could you go and scout out where the painting is? Time this will consume - a minimum of 30 minutes.
Speaking of Kasturr, no one likes him. Anyone around willing to squeal about him? He somehow got to Celia and made her pass the note from him to Liana and Kara, maybe there's a way to communicate or find him? [/I] a minimum of 1 hour as per Diplomacy Gather Information for getting rumours
If anyone knows what happened to Kawasumi Chika, it'd be someone at the Meditation Gardens of Heaven, where the most dedicated followers of the Heavenly Masters worship. Time this will consume - a minimum of 1 hour.
The Bigs have been known to converge at Madame Tabor's Massage Parlour. If you went there in person, what could they tell you? Time this will consume - a minimum of 1 hour 40 minutes.
Just who the hell is Lungri the Dog Killer anyway? Where does he operate, and did Sandraminae seriously refer to him as "Tilly's boyfriend?" Time this will consume - a minimum of 1 hour as per Diplomacy Gather Information for getting rumours
Harrowing is popular in the Dock Districts. Are there any experts living nearby who could help out? Time this will consume - a minimum of 1 hour as per Diplomacy Gather Information for getting rumours, plus 30 minutes travel time.
Tomorrow, Tilly wants you guys to go deliver some buckets of goo somewhere in the docks, then go beat someone up. Who? Why wait for Tilly to tell you tomorrow when you can ask her now. Time this will consume - 15 minutes.
Is there any rumours or information you could get from your fellow workers? Time this will consume - none, as you can do it while you work, though you will have limited resources so results may vary.
You guys gonna have to eat some food Time this will consume - depends.
Make friends! The Casino needs fleshing out, feel free to send me ideas for NPCs and such... Time this will consume - depends.
About a million things I've not thought of. Time this will consume - ?!?!?!?!?!
Last edited by Lentil Sponge; Apr 7th, 2023 at 09:38 PM.
Liana Xirkul felt that coming near to death only made her realize just how much she wanted to do with her her life. And she fundamentally regarded the Mermaid now as something rather different that her involuntarily allies. It was a place filled with entertainment workers, and the people who were considered the dregs and offscouring of society. Pleasure seekers and pleasure fulfillers. They were indeed Erotes' kind of people, and if they would receive it, they were -- or could be -- Family: though not yet quite in the to-her sacred sense of the Silken Sheet Society or the Cirque de la Fumee.
So, she was a buzz of industry, with a daunting backlog of missions and jobs-to-be-done.
First, when she overheard Ariadne say, "Now I'm stuck knowing more about the gangs of the east side than I ever wanted to .... want to hear gossip that isn't from Urin...." she responded to that with an earnestly dangerous smile, "Dear Ariadne, you know I surely would like to hear about the Bigs; Big Fox, Dog, Coyote, Corgi, Poodle - whatever the breed. They ... hurt people ... and I'd just as soon find ways to stop that."
Between elements of her shift, she had a few words for Urin and the barkeeping staff. She wanted to know about the Imperial Winery and its gold ticket parties. Were there any stories to tell about it? The show the old expired invite. "Just something I found. Curious about it."
Liana was also She bought 1 rank in knowledge (local), which given her Enhance Focus plus Aid Another, 1 rank is actually pretty useful in unlocking checks.starting to develop a strong network of informers, motivated and empowered by her burgeoning new divine blessings. She reflected too, on what her new sources could reveal. At last, she found that Etrikan knew about it, and connected it to a missing ticket relating to Honeypot's long lost date. "Well, I might as well chat with Honeypot.". It was nothing urgent -- she could put that part off for some hours or days if needed.
Etrikan, too, was a useful source of information about the possible acquisition of old weapons. Liana had a clear sense of priorities. Best would be magic crossbow, after that a small sized masterwork light crossbow (unless the repaired crossbow from Kasturr was already that?), next priority after that would be any magical concealable finesse weapon (a dagger, say, is the most common), last any small-sized masterwork concealable finesse weapon. She wants to know what's possible, what (if anything) is free, vs. what size donation would she have to wrangle?
But when it was convenient, and private so as to not humiliate Honeypot, she would share the golden ticket, and the story -- and ask wondering how the ticket could have fallen into her possession. Someone seemingly had placed it on her while she was sleeping. Someone too had placed tokens -- cards of various sorts -- into the possession of her companions. Liana, with her formidable powers of persuasion and deduction, tried to gently extract from Honeypot any clues. She wanted to find out who is the agent who distributed the tokens? This might be a dead end; they could have been distributed supernaturally. But if there was an actual living person acting as the agent of the Jeje-Waxworks visions, Liana would find them eventually. She observed Honeypot's reaction carefully at the return of the missing ticket.
Liana OOC: Lentil indicated that this was a freebee.found that it was possible to pass on the broken crossbow, via Vyeggar doing menial tasks, for it to be put into the repair queue.
Liana keeps general tabs on her allies. With Tarbin, she plans a mission on Day 106, middle of the day, at the Longinus Estate. They have the same business, more or less, vs the Dogs.
As for a reason to speak with Big Fox's father: She is with an outfit that does performances and acrobatics. She's interested in devices for catapulting through the air, special effects, flashes of smoke, things to entertain a crowd. All classic Cirque de la Fumee stuff. She would be pre-scouting to find out what kinds of deals or equipment might be possible. Passing it on to her overseers in the Circus.
The best lies aren't lies. All of this can be true.
Unresolved yet: she had a diplomacy 20 check to find some information about the Imperial Winery and its gold ticket parties.
Also, she will test her new improved knowledge local skill.
1) Enhance Focus (Self) +5 to Knowledge (local) => brings it to +7 (duration concentration + 2 rounds)
2)
Dice Aid another (self): Knowledge local DC 10:
1d20+7
(12)+7
Total = 19
3)
Dice Knowledge (local): Imperial Winery + golden ticket; enhanced and aided:
1d20+12
(7)+12
Total = 19
Net: a 19 knowledge local vs Imperial Winery
==> OK -- so I rolled the above before getting to the point in the story where Etrikan shares the information. If there's more info, let me know, otherwise this golden ticket looks like a deadend side detail and I'll drop pursuing it.
Persuade Honeypot to share any clues that might lead to who distributed the Jeje-dream / Waxworks tokens:
1) Enhance Focus (Selft): +5 to Diplomacy
2)
Dice Aid Another (self): Diplomacy DC 10:
1d20+16
(5)+16
Total = 21
3)
Dice Diplomacy: Honeypot, tell who might have had this ticket, or passed around such tokesn?:
1d20+21
(18)+21
Total = 39
At a 39 Diplomacy check, Honeypot likely wants to be her friend and help her find out who is passing around tickets and cards.
Upon the burlesque stage, Liana performed an uproarious comedy sketch about A Knight in the Mermaid. Liana was born and raised for this work, and it suits her religious faith as well, so she put her full heart and into it.
With a nod to the primary band, they began a perky tune -- a halfling song of innocence and springtime; and she danced in, introducing a satiric tale of a mighty knight -- a devout paladin in fact, and his 'tragic' fall into sin. It was tale of whimsy and gradual seduction, Liana singing at parts and telling the story of the Mermaid who drew the Knight off his pedestal of virtue and deeper into a realm of sensuality and seduction. At moments, runes of Erotes glowed upon Liana, enhancing her music, comedy, wit and whimsey, and the building enticement.
Gradually clothes came off as her tale portrayed the complete seduction of the Knight. Liana acted out pantomimes of behavior as if Knight and Mermaid were making love in the water. To dance about as if weightless underwater, while actually simply moving about a wooden stage, took all of her athleticism and concentration. The act required some prodigious acrobatic skill -- it was a risk, stuffing Cirque de la Fumee style stunts into the routine, but Liana was up to it.!
At last, she finished to uproarious laughter.
Tips were overflowing, and many patrons -- inspired by the spirit of Erotes, sought out their favorite partners or diversions thereafter. It was a splendid night.
Kara and Tarbin both made their way to the wrestling rings, as they so often did. What they found there was the usual mob scene - the traditional halfling martial art completely abandoned, often devolving into chaotic and messy brawls. Two of the rings were dominated by the current ring leaders of the riotous group - two sturdy, if slightly wobbly, dwarves. "Oo's tough enough a cant to tay-ke us on, pal?!" one bellowed. The referees were about to step in and take control, but then they saw Tarbin and Kara approaching, and decided not to do anything. Clearly, they knew something about the house that the dwarves didn't.
"Your chance to redeem yourself after your last showing," one referee whispered to Tarbin as he approached the ring. Then they looked to Kara, and just nodded. "You just do what you do."
"The fook is this, pal?! A fookin' farmer and a woman?!" The dwarves both seemed almost insulted by their choice of opponents. With the courage and swagger than only alcohol can bring, one walked forward, towards Kara, chest puffing out. "Look, lassy, I'll 'ave a tussle with yoo, but I think yoo'd be better of doin' a different kind a tussling. How's about the loser fooks me? He immediately tried to trip her up... and was toppled himself within a few seconds. "THAT DID'NA FOOKING COUNT, LEMME HAVE ANOTHER GO! He was shouting, already up and paying another fee to lose yet again. And then his friends came to defend his honour from Kara's easy victories, and they were easily beaten as well.
Tarbin's opponent had less words, and only slightly more to be proud of. He successfully got Tarbin to the ground and was celebrating just in time for Tarbin's foot to expertly extend out, bringing the dwarf to the floor as well, before he applied a choke hold. A long night last night had left Tarbin drained of strength, but he didn't need it. He just focused on the real principles of wrestling - using the opponent's own misplaced force against them in chokehold after submission after ankle lock after pin.
It was, overall, a very good day to be running the wrestling. The house always won.
Vyeggar had a much more simple, steady time of it. As the fog of his hangover began to lift, he found himself able to apply himself more and more to his job. Though not entirely - he was still dazed, in pain, and confused. The mist remained but it got better as time went on.
At one point, he was scraping a bucket of water along the floor with his mop bucket, still too hungover to be bothered with actually lifting the bucket, when he noticed he was being watched. When he looked up to see who it was, he found Ariadne looking at him with wide eyes. She wasn't in the skimpy uniform any more, but something that actually seemed practical for a cleaner. Shirt-smock and apron. As easy as it got. Though he noticed just the slight hint of a red loincloth beneath it.
"I... errr... guess I'm working with you for now. Until the night, when my normal duties resume," she sighed. Then she looked around, checking to make sure no one was around, before lifting up her hair. On the side of her neck there was one of Liana's mystical tattoos. It was of a flower that very obviously wasn't. "This isn't the halfling's idea, is it?"
Etrikan took careful note of what Liana asked for, nodding slowly. "Hmmm... well, what the criminal underworld would call 'bribes' the Church oftens calls donations, so the magic and silver weapons you ask for are certainly possible." He took a moment to stroke his long chin, gullet to jaw, as he thought devious thoughts. "If I can get it to you tomorrow, suneh, I will, but do not count on it. The more I take, the more is noticed. Make sure you definitely know what I am retrieving, if there's nothing that your friends wish of me, and I'll do what I can. And, of course, as long as you are protecting us, my offer stands. All you need do is ask, suneh."
Before he could talk more, the backstage of the burlesque became a rush. "Whoever's on next, get on next!"
Etrikan looked to Liana and, mischeviously, winked. "Feel free to warm them up for me, suneh. I hope Sophi herself watches and blesses your performance."
Liana went on to do more than warm the crowd up. The Knight and the Mermaid was a story known amongst those well-travelled or those who were particularly familiar with the arts. But it was obscure enough to be exotic to most, and those who were familiar had not seen an authentic Cirque styling. The wickedly-witted amongst the audience noticed the parallels between the Knight's feeble excuses for chivalry stripping away and Liana's clothes were stripped away, and the Mermaid's enticing words becoming stronger and more animal as Liana's movements became stronger and more animal, all mixed with humour dulling the danger. The simple and the horny amongst the audience saw a near-naked halfling simulating sex acts and then putting herself in mortal danger.
The effect was all the same. Coins pouring about her, whoops and hollers, requests for her to sit on the lap of bolder patrons, other patrons scurrying away to find whatever bedroom and body was available for hire, right now.
When she arrived back stage, Etrikan looked quite feeble. "You may call him Erotes, and I may call her Sophi. Whatever the name, someone out there likes you, suneh. How am I meant to follow that up?"
Late in the shift, Liana was told that, if she wanted to talk to Honeypot, that she had best do it soon - the people who hired her services only used her, and they were most of the only ones who did. So now was the best time. Liana happened to walk up the stairs to see a halfling couple, man and woman to either side of Honeypot, putting kisses on each cheek.
"Alright, you big softies, that's enough! I'll see you same time next week!" she said, playfully smacking the woman on the rump and giving the man a quick yet blatant grope on the groin. The two walked away just in time to miss Honeypot's expression change sourly. "They're always trying to get away with an extra fifteen minutes or what. Cheap-skates. Now, what can I do you for?"
It took a moment for Honeypot to even recognise what the ticket was, for a time. But then she wandered off and began to headbutt the wall softly. "Nnnnnnnyeeeeeeeeeergh." She then looked back to Liana. "Sorry. I think I owe someone an apology. Someone who I am no longer in contact with, but still." The mood didn't so much improve, but she did seem to recognise the importance of what Liana was telling her, and it went from misery to severity. "Mmmm... Harrow cards? Well, I don't know anyone who actively does harrowing here, but there is an old associate of Tilly's who does a lot of it. Used to work here, just kind of does her own thing now by the docks. Master Moonflight, her name is. Yeah, her. She's a dwarf who disguises herself as an elf... no, seriously. She's the person with the most connection here and has the most connection to harrowing. She has a whole load of magic quackery and the like."
Her eyes narrowed as she looked up to Liana again. "Weird that you say you got a harrow card. I didn't notice Vyeggar getting one. What about your other friends, know if they got anything?"
"You should probably tell Tilly what you know. That old man is no harmless drunk."
"before you decide to help a patron out... ask us first. We know who's bad news around here."
Despite Rozitto's friendly manner and laughable attempt to act like they were co-conspirators in some big secret, Grim kept his tongue in check as she asked her questions and gave her advice. His silence a clear indication that he had no intention of telling her or Tilly anything more than he already had. After his last conversation with the Orc it was no surprise and he was still reeling from the nightmare he had just had, trying to make sense of things. Rozitto was certainly very loose lipped and free with her words this morning but that didn't mean that he was now part of the team and should open up in return. He had tried that earlier and it had blown up in his face. He needed to remember what was actually going on in the Casino, he was here to find the chest he had been responsible for losing and if possible retrieve the Void Prism from Tilly in time to make his arranged deal with the University, both to keep his word to Ariadne and to gain the access he needed himself, the errands for Tilly and Sandraminae and the Shifts at the Casino were all useless distractions to keep them under her thumb. He was still convinced Tilly knew exactly where her chest was.
He needed to convince the others to focus on that task sooner rather than later, especially now that he knew his conniving sister was involved somehow, she had no use for the Eye but she would claim it just to spite him, he needed to gain access to the university and find the information he needed but for that he would need funds and he couldn't get those while indebted to that damned Mutated Whore of an Orc. As he got dressed and found the card he smiled, it seemed that perhaps there was a better way to find what he needed but for now there was apparently work to do
Trying to Listen intently as Fletcher explained the rules to Orcstones, Grim found his attention drifting, he had no interest in the game which was replacing his Conch Shell table. he would find something else to turn his talents too that evening, he could always try his hand at the Burlesque but the usually gregarious and outgoing Gnome wasn't feeling particularly sociable this morning and showing off his magical talents seemed like a bad idea, Tilly already seemed to know a lot more about what everyone was doing than seemed normal, revealing the limits and scope of his powers wasn't a smart choice.
For some reason he felt himself gravitating towards the Rodent Roulette table and after a brief lesson from the gamesman at the table about to finish his shift he soon picked up the rules, he wasn't particularly skilled with animal handling but he been practically raised onboard a merchant vessel and had dealt with rats and mice numerous times, as a sorcerer he had developed numerous little tricks over the years to deal with and manipulate rodents and he was able to use them to good effect during his time at the table, while others tried to manipulate the pot itself or entice the mice with clumsily thrown breadcrumbs, Grim used his small magics to entice the mice into his chosen hole with a subtle scent of food, or a feeling of warmth in the direction he wanted them to go, a bad smell or small sound from his opponents declared holes to divert them away or a small shift of wind redirecting the thrown breadcrumbs to where they would benefit him more than the others.
He kept his influence minimal and subtle and throughout his shift working the tables he was able to influence the game enough to win a nice paycheck for himself at the end of the day, assuming Tilly didn't have anything to say about it as she had the last two nights. While taking a break mid day he had the pleasure, however brief, of the feel of Sandraminae pressing against him as he backed up to lean against the wall to rest and enjoy his mug of coffee. He hadn't even noticed her approach and as her icy words cut through the noise of the casino for a moment he wished he hadn't. She was clearly still angry with him, having had to use whatever bargaining chip she had to save his life but as he turned to look up at the beautiful woman he could see concern in her eyes and the more she spoke to him the more he could hear it in her voice
Of all the people at the Casino, at this moment in time she was the only person he was willing to listen too so he gave her his attention as she asked her questions and expressed her concerns. Nalia was not a subject he liked to discuss but after what she had done, he owed her the truth, at least as he knew it. When it came to his demonic sister there was very little he was sure of
"I didn't ask you to step in for me Lady Sandraminae, but i do appreciate it and will do everything i can to repay that debt to you. If i need to step in between Tilly and one of the others under your charge then i will but perhaps it would have been better if you had let Tilly kill me. it would have been a mercy if my sister comes to town"
"As for what we are talking about. When she arrives, just tell Tilly to give her what she wants and be done with it, hell those two would likely be thick as thieves but believe me you do not want anything to do with Nalia Grimzinta."
"If she does come she wont be alone, i truthfully don't know the extent of her influence, its clearly greater than i thought if she can deal with the University the way she is from so far away but as she gets closer she will have plans in motion for her arrival. Keep your eyes and ears open for mercenary activity in the city, she is no match for Tilly physically, especially with her taking those alchemical enhancements but she will use a proxy to do it for her so if someone shows up capable to giving our grumpy boss a run for her money then there is an excellent chance they work for Nalia"
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, Undercommon, Giant, Necril, AquanLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +3, Bluff: +12, Climb:-1, Craft:+3, Diplomacy:+12, Disguise:+7 (+17), Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+7, Knowledge (Arcana):+8, Knowledge (History):+7, Knowledge (Local):+7, Knowledge (Religion):+7, Perception:+8, Perform:+7, Ride:+0, Sense Motive:+2, Sleight of Hand: +5, Spellcraft:+7, Stealth:+4, Survival:+2, Swim: +0, Use Magic Device:+11Proficiencies 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 gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.Pheonix - The Unseen World | When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.Bloodline Arcana Occultist Traits:An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component. To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist 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, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.Spellcasting | At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school.
In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows.
The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.Focus Powers | At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.Implements | An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.Knacks | An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.Mental Focus - 10 Points Silksworn Traits:A silksworn adds Bluff and Knowledge (nobility) to his list of class skills, instead of Knowledge (engineering) and Knowledge (planes).
This alters the occultist’s class skills.Class Skills | A silksworn’s spells are considered arcane spells, not psychic spells, and his spells use verbal and somatic components instead of thought and emotion components.
This alters the occultist’s spellsSpells | When a silksworn chooses an implement school, he does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of his class features, including spellcasting.
This alters the occultist’s implements.Implements | Each time he selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when he selects a school that he has already learned to use). These cantrips otherwise behave as an occultist’s knacks.
This ability replaces knacks. Cantrips | The silksworn’s available mental focus is equal to his occultist level + his Intelligence modifier + his Charisma modifier.
This ability alters mental focus.Mental Focus - 10 Points | A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level he can cast each day by one. This does not allow the silksworn to cast spells of a level he does not yet have access to.
This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.Devoted Mystic Focus Powers:As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.Minor Figment | As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).Energy Ray | As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.Cloud Mind | As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.Legacy Weapon | As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).Philosopher's Touch Resonant Powers:The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability. Distortion | The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.Intense Focus | The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.Glorious Presence | The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).Physical Enhancement 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 17, 1st Level 18
Intelligence | Save DC: Cantrip 13, 1st Level 14
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 5 / 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 | Casting Time: 1 Standard action
Range/Area: 60 ft
Components: V,S
Area: Cone-Shaped Emanation
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)Detect Magic | Casting Time: 1 Standard action
Range/Area: Personal
Components: V,S, F (a clear crystal or mineral prism)
Target: You
Duration: 10 mins/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 can be made permanent with a permanency spell.Read Magic 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
Occultist Spells Daily Usage - Cantrips: Unlimited First: 2 / 2 (1 Base + 1 Int Bonus) Cantrips:Casting Time: 1 Standrad action
Range/Area: Close (25ft +5ft/2 levels)
Target: 1 Humaniod Creature of 4HD or Less
Components: V,S, M (a pinch of wool or similar substance)
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.Daze | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Effect: Illusory Sounds
Components: V,S, M (a bit of wool or a small lump of wax)
Duration: 1 Round/Level
Saving Throw: Will Disbelief
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spellGhost Sound | Casting Time: 1 Standard action
Range/Area: Medium (100ft + 10ft/level)
Target: One creature/level
Components: V,S, F (a piece of copper wire)
Duration: 10 Minutes/Level
Saving Throw: None
Spell Resistance: No
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 whisperMessage | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: NA
Components: V,S
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6+1 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this wayTelekinetic Projetile First Level:Casting Time: 1 Standard action
Range/Area: 15ft
Target: Cone Shaped Burst
Components: V,S
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level +1 (maximum 5d4 +1). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.Burning Hands | Casting Time: 1 Standard action
Range/Area: Close (25ft + 5ft/2 levels)
Target: One Living Creature
Components: V
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.Command | Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.Disguise Self | Casting Time: 1 immediate action
Range/Area: Close (25ft +5ft/2 levels)
Target: one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Components: V
Duration: Until Landing or 10 Round/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.Feather Fall
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: 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.Adventurer's Sash, Journal One (Mapbook), Journal Two (Questbook), Brass Knuckles, Flint & Steel, Red Sunshine x6 (100gp per Vial), Containing 49GP, 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
Grim's first comment made Sandraminae's lip twitch a little closer to a smile. "It's as I said - there's more to your survival than the Chest. Maybe not enough to fake a robbery, as you so dramatically declared last night, but..." The concern, and the darkness, came back on her face. "Well. A lot of stuff that I hope I'm wrong about."
The worry only got worse as Grim elaborated. Sandraminae didn't interrupt, just quietly waiting to process all of the information. Then, finally, "She sounds like a joy to have grown up with." A hand went to the back of Sandraminae's head as she scratched a worried itch. "Believe me, if Nalia doesn't pick the fight, Tilly would if I suggested that she just give your sister whatever she asks for - she doesn't play with other big kids very well. I doubt Nalia would walk in and bow at her knees, so Tilly will take a pretty instant disliking to her. I certainly will be looking out for mercenaries carefully. Got some ears to the ground. I appreciate the warning. If you find out when she's coming and need to buy something to protect the Casino from her, just tell me."
She looked up. A bedroom door swinging open, some sort of cue for her. She flicked her blonde locks, allowing them to tumble to her shoulders. But she didn't leave straight away. She just regarded Grim carefully. "Tilly's strong, real strong, but she thinks she's invincible. And she's smart... very smart. But not a genius. I don't think you're getting the Void Prism back, but I know what will possibly get you into the University." She began to step away, locking eyes with the gnome and drifting through the crowd as if it wasn't there. "Convincing Tilly it was her idea, and that you're doing her the favour."
”I suppose it is better knowing sooner rather than later…” Tarbin replied with a slight shrug of his large shoulders to Ariadne’s statement about Sliggitz. ”Besides you have plenty of time to find someone better…” Tarbin declared in what he hoped was an encouraging way.
”I suppose that is good in a way…” Tarbin replied with a frown at the news that Tilly was making her presence known in order to scare away the gangs. ”It is only right that you get some small amount of safety out of the situation…” Tarbin added. ”But if you ever do not feel safe just let me know I would happily sleep on your floor for a few nights…” Tarbin then offered earnestly ”Besides I imagine that it is less crowded than the common room floor…” the large man then added with a slight smile.
Tarbin then glanced over at the ruckus that had broken out to the side of the room having seemingly missed what had brought about the altercation. The rest of the room’s occupants barely reacted as though such a situation was normal so Tarbin ended up glancing between his companions. ”Do you think I should break that up?” Tarbin then questioned with a look of confusion and slight apprehension.
Tarbin then glanced over as Sandraminae walked in and subconsciously his posture straightened somewhat. He listened to the summons and nodded when Ariadne said that they wanted to come along.
”Compared to last night you need not fear what Sandraminae has to say…” Tarbin reassured as he placed a hand on the young woman’s shoulder. ”I have never been in the basement…” Tarbin then commented with a slightly raised eyebrow as the elf headed off. With a shrug Tarbin them followed after Ariadne as they headed for the basement.
Tarbin nodded along as Liana explained the background and dogma of Jeje. Tarbin was in no mood to get in a religious debate with the fiery little zealot so he did not make any comments but as far as he was concerned if the religion required you to willingly put yourself or others in to a death like state it was not a good religion to follow.
The Casino was once again growing busy and Tarbin had opted to return to the ring rather than patrol the casino floors like he had done so last time. The visions from the night before had left the large man feeling both frustrated and somewhat helpless and the opportunity to take out his frustrations in the ring was just to appealing.
The sight of the drunkern dwarves was actually welcome one as they would hopefully be a challenge and Tarbin would feel a lot better about giving them the come uppance that they seemed to deserve then he would have about throwing some helpless halflings about. The only thing he was a bit disappointed by was how drunk the dwarves were.
”Guess they don’t know much about farmers…” Tarbin commented as he overheard the dwarf expecting him to be a pushover because he was a farmer. ”Or women!” Tarbin then declared rather deadpan as Kara hurled one of the dwarves to the ground.
Tarbin then took his time with his own bout relishing the opportunity to outmanoeuvre and outperform his opponent repeatedly forcing the dwarf in to locks and holds and generally make him look like he didn’t know what he was doing.
Once it was all over Tarbin brushed himself down with a smile on his face. ”Now that brings back memories…” Tarbin commented with a faraway look. ”Reminds me of when me and my brothers used to wrestle with the pigs as kids…” the large man added with obvious amusement.
”But I must say miss Kara it was a pleasure watchin’ you work, seems this game was just made for you” Tarbin complimented after both matches were over.
When Sandraminae confronted him later in the day Tarbin spun round at the tap on the shoulder and then nodded at the rapid fire questions. ”I rightly do and I don’t reckon that any of that will be a problem.” Tarbin agreed. ”I will let miss Liana know, she’s the one with the mouth so will need to know the plan…. Thirty minutes you say…” Tarbin declared with a nod before doing exactly that and rushing deeper in to the casino in search of the halfling firebrand.
”Miss Liana I need your assistance with something …” Tarbin declared as soon as he found the halfling woman. Giving the young halfling only a moment to respond the large man then grabbed Liana by the hand and began dragging her off.
”Our meetings been arranged, Miss Sandraminae has given us thirty minutes likely twenty now to come up with a story for why we’ll be visiting the estate…” Tarbin said quietly as he dragged the halfling along.
-I might have more to add later but wanted to get a post in before I fell too far behind.
Liana was flushed with exertion and pride after her performance.
When she arrived back stage, Etrikan looked quite feeble. "You may call him Erotes, and I may call her Sophi. Whatever the name, someone out there likes you, suneh. How am I meant to follow that up?"
Her eyes flared with a negative trait she haszealotry. "Well, of course you receive less favor. The Heavenly Masters is the truest expression of faith!" It just snaps out of her, an unthinking response.
Then she stammered ... realizing she has been both rude and undiplomatic. "Sorry. I .... uh ... sorry. The gods bless you in your performance. "
She offers;" I can bless you as you perform. Just stand off to the side, and focus on helping you bring out the best you can be." If Etrikan, she can using her talents to Aid and Enhance him, giving him likely a topnotch performance.
Liana was just getting used to the new spellcasting gifts that she had received from Erotes (and fueled by her own native faith and zealous intensity.)
Her casting tradition was divine, and it was a holy symbol of the Most Hung that she wore as a ring upon her right hand that served as her focus. Without that, she would find it quite difficult to cast magic. (I should get a backup holy symbol, perhaps as a pendant, she thought.)
Because her magic drew from the power of Erotes, which she 1+ spell point, not free usesexpended a significant force, her body would be filled with ecstasy. This would be a challenge to her fortitude to Ecstatic [Painful] Magic (drawback) Your magic debilitates you the more you rely on it. Whenever you spend one or more spell points, you must succeed at a Fortitude save (DC 10 + 1/2 the ability’s caster level) or be sickened for 1 round. If you fail this save while already sickened, you are instead nauseated for 1 round. If you fail this save while nauseated, increase the duration of the nauseated condition by 1 round.avoid being distracted, especially during critical situations like combat.
She could not cast Emotional Casting (drawback) Your magic requires heightened emotional states of mind to use. When subject to a non-harmless effect that invokes an emotion (such as fear effects, demoralization, spells with the emotion descriptor, or (charms) such as Fear or Hostility) you are unable to use magic. You may use the metamagic feat Logical Spell to overcome this drawback.unless her heart was into it; zeal and passion (whether love, or hate, or lust, or whatever form) drove her magic, But if foreign magic overcame her will and affected her emotions, it could severely shut down her ability to use magic. Maybe not her pre-cast spells, but anything new that she tried to do spontaneously on the spot. In her arcane studies she'd heard rumors of monsters that had auras of supernatural terror. She might do poorly against such things.
Her magic at this time was limited to just enhancing gear, herself, and her allies. It required Prepared Caster (drawback) [Enhancement sphere]. You must prepare your magic before you can use it. After resting to regain spell points, you must assign each of your spell points to a sphere you possess. You cannot spend more spell points in a given sphere in a day than you have assigned to that sphere. Class features and feats that use spell points (such as the Counterspell feat) are considered a single unified ‘sphere’ for this purpose.preparation through prayer in the morning. She would likely never be a versatile or multi-faceted spellcaster; her new magic was useful but it was limited in its potential to grow or diversify.
Consciousness Linked (drawback) Your effects are linked to you even after you spend a spell point to have them continue without concentration. If you fall asleep or unconscious, or are dazed, stunned, confused, reduced to animal intelligence, or otherwise unable to take coherent mental actions, all of your magical effects immediately end.Her consciousness fueled her magic. So if she lost consciousness in one way or another -- any magical aid she was providing to herself or others would get snuffed out.
Last, her magic had visible signs. While this was great... for evangelistic purposes ... she hoped that with further concentration she would learn to be able to make those magical marks of Erotes a subtle thing that could be suppressed. That would be important during covert actions.
So, Liana was beginning to learn about and realize the limitations of her new gifts.
At least though, her magic was easy to sustain -- she could devote half of her mind toward sustaining an effect. But if she had a temporary effect on her allies (which was most of the time that she used her powers), it would only last about twelve seconds. And the range of an effect she was concentrating on was short.
So her allies could learn that if someone bore one of her marks of Erotes, she was probably in line of sight nearby and actively playing attention.
"Miss Liana I need your assistance with something …" Tarbin declared as soon as he found the halfling woman. Giving the young halfling only a moment to respond the large man then grabbed Liana by the hand and began dragging her off.
"Easy now, sir. I don't need to be grappled ... and don't forget your strength." Liana protested the abrupt manhandling. Tarbin was easy as if you judge by say carrying capacityphysically strong as five or six Lianas.
"Our meetings been arranged, Miss Sandraminae has given us thirty minutes likely twenty now to come up with a story for why we’ll be visiting the estate… "Tarbin said quietly as he dragged the halfling along.
She focused her concentration on enhancing her skill as an escape artist, and a symbol of Erotes pulsed briefly on her forehead. She slipped deftly out of his grasp. "Enough, enough. I get it, I'm coming."Ham-fisted blockhead, she thought.
They came to Sandraminae -- in a private nook.
She got to the point. "So we need a reason to speak to Big Fox's father. I also want to see where Big Coyote comes and goes from, as I do want to link her to Big Dog's whereabouts."
"I can go as a representative of the Cirque de la Fumee. I am, after all, a talent scout for the organization. We do naturally purchase smoking powders, flash powders, things like that. For special effects, to amuse and delight the crowds. I don't know about the alchemy of such things, that's never been my area. But I know generally about the practice. So I can inquire and converse about such things, as well as perhaps the acrobatic uses of catapults, and spring-driven devices ... such as we know he sold to Kasturr. (I'd admire the fellow for his style and bravado -- were he not also a scumbag.) In any case, the Cirque would love any clever innovations as to flying performers through the air."
"These are all classic Cirque de la Fumee tactics, techniques and tradecraft: the people well know us for such dazzling acts. What I learn about the opportunities, I will indeed pass on to my handlers and superiors in the Cirque. This is an entirely legitimate interest, they may well choose to purchase from the estate."
"So best lies aren't lies. The best persuasion is genuine common interest," she smiled.
Trista’s half-baked explanation wasn't remotely convincing, but between the story and the general strangeness of the request, Damien was thrown off enough that he didn't react one way or the other, simply staring at the elf as she stared at his feet. They weren't bad if feet were your thing; hardly his best feature, but he hadn't even gotten round to the point of mentally processing judgement or feeling flattered before the encounter was joined by a very wet, very naked Sharian.
Damien briefly appraised the girl, admittedly impressed at what she had to offer, though at the moment he was more focused on the evolving conflict between the sisters, continuing to say nothing as the two began to attack each other viciously. Not the most stable couple of elves... but they were members of the staff, and therefore worth getting to know better if they were willing to calm down long enough for a conversation. For the moment, Damien turned his attention back to Ariadne as she spoke to him and Tarbin, smirking at the large man as Ariadne spoke of repayment.
"Tarbin's a gentleman; helping a girl in need is it's own reward, eh Haldar?" His smirk softened, and he looked at Ariadne. "But truthfully, the most important thing you can do to make last night matter is learn from it. Seems like you already have. Be patient, trust in your sister, and identify what value you can bring so you can hone it... for you, not for the next Sliggitz to take advantage of." Damien side-eyed Tarbin again. He wasn't normally so encouraging, but it was pretty clear Tarbin was soft on her, and Damien was nothing if not respectful when the situation called for it. Maybe the farmer had purely noble intentions, maybe he didn't. Either way, Damien wasn't going to sour the mood with unsolicited, unfiltered honesty.
By this point, the sisters' fight had drawn quite a lot of attention, and Tarbin questioned whether or not he should intervene. Before they could discuss it further however, Damien looked up and nodded in greeting as Sandraminae finally made her appearance, beckoning he, Ariadne, and Tarbin to follow her out.
"Good talk ladies. We'll have to pick this up later." Damien quipped at the brawling duo before returning to his belongings, sliding into his shoes before heading off to meet with their superior.
After meeting with Sandraminae, Damien beckoned Tarbin aside.
"Returning to the subject of information, there’s still the matter of the guard who likes Red Sunshine. We should gather the others and do this soon… today… now, if possible. If she has anything to tell us about the ambush, I want to know it before we get too wrapped up in the rest of the messes starting to pile up around here."
Assuming everyone was in agreement to go, Damien took the opportunity to go find Tilly on his own while the others prepared to depart. If they had some dirty work ahead, there was no sense waiting until the last minute to get the full details on that either. Checking that she was in her office, he softly knocked on the doorframe, stepping inside.
"Ma’am… if you have a couple minutes, I’m ready to hear the details about this job." Lugging buckets of putrid goo down to the docks and kicking someone’s teeth in didn’t sound terribly appealing, but orders were orders until Damien actually had a decent reason not to obey them. Certainly the location was convenient enough… as if happened, Damien had Gather Info on Harrowingplans down by the docks anyway.
As the day wore on and next shift got closer, Damien‘s mind was still buzzing. There were so many secrets waiting to be unraveled, and with thoughts of the ambush fresh in his mind, Damien decided the next one would be the matter of that little cretin, Kasturr. As quickly as he could, the vishkanya tracked down Celia, fixing the girl with a winning smile.
"Word has it a certain scarred up, annoying little kobold passed a message through you very recently. A smart woman like yourself; I don’t think it would surprise you to hear any information on how to trace that message right back to said kobold would be worth a serious favor. So Celia… got anything you’d like to share?"
With a bit of time before he needed to get to work, Damien could feel his stomach rumbling. His mouth and ears had worked up quite an appetite. Passing through the kitchen, he was able to secure himself a plate of… some kind of meat… and assorted fruit, carrying the modest feast over to the bar and settling in with a glass of wine. Giving Urin a friendly nod, he swallowed a mouthful of what tasted like chicken and smiled at the dwarf.
"Feeling alright today Urin? I heard you got pretty deep into a bottle last night. They say getting drunk is borrowing happiness from tomorrow… any truth to it?" He smirked. If there was any truth to the rumors of dwarves constitution, a bit of liquor was hardly enough to put a dent in the woman, but it was amusing to tease a little anyway. "By the by, I was thinking of switching it up tonight and giving the games a break. Need a hand running drinks tonight?"
Sorry for the delay! Okay, I’m summary:
1. Damien finds Trista hella-suspicious. Anything he can pick up about her?
Sense Motive: 7
2. If the party is in agreement, at some point during the 3 hours, most of all of us should go do this literal drug deal and see what information comes of it.
3. Damien hits up Tilly to hear more about the job. When the group DOES go out to do said dirty work, he’ll take the opportunity then to see what he can learn about Harrowing from the locals.
Diplomacy - Gather Information: 22
4. Screw Kasturr. Damien uses some of his free time to search for rumors about that little bastard.
Diplomacy - Gather Information: 26
5. Damien will hang out with Urin for a bit and get some food before starting his shift. He’ll help with: Mixing Drinks and Waiting.
Perform: 21 (success)
Oh, and if possible amongst all that, he’s going to grab a buckler just to have some extra protection to take with him without compromising the suit. Aesthetic IS paramount after all.
"That's not saying much, Sandramine, seeing's how I wasn't even injured by those stupid goblin twits. Honestly they were dumber than a bag of doorknobs, I don’t even know how that sniper could tell which way the barrel faced." Bringing up the sniper made him recall the near death of Liana, and he could feel the bats of rage beginning to flutter around in his hungover brain. He changed the subject. "This is just a victory hangover. Yeah. Yeah, we'll go with that. Hooray us, the Bucket Brigade. Who wouldn't want to be us...?" He shuffled away from the casino's second in command and, after doing something work-like helping Kara with a table that he immediately regretted due to all the racket, he shuffled off to a backroom where he could find some peace and quiet, but especially quiet.
The backroom was a mess of old tables, empty whiskey barrels, trash, and maybe a body or two. "Clean all this sh*t up, Vugmuk," the boss had growled at him, so that's what he was doing. He was about an hour or so into the job when he heard a familiar mouse squeaking. He turned to see Ariadne, looking like a commoner instead of some kind of barely-clad flesh doll. She was squeaking something about working with him and her new tattoo she got, but all he heard was a ringing in his cauliflower ear that seemed to be increasing in pitch. "Uh-huh, fascinating, great. Uh, listen, I just remembered that I'm not getting paid to chat, so if it's cool with you, I'm just going to go ahead and not talk."translation: if I'd rolled a 15Were he in a less-surly mood he might have used this time to pry some information from the young woman. After all, she probably knew a great deal more about the comings and goings of the seedier players in the city. In the end, the shift came to a close right around the time his hangover sweated away. "Good enough," he grumbled, looking around at the marginally cleaner room. He muttered a goodbye to Ariadne and strolled off to find the others.
"Hey what's all this about you giving out free tattoos?" he grumbled to Liana when he finally tracked her and the others down. "I was going to see about getting something cool tatted up on my knuckles, that way it'd be funnier when I hit people, but if all you can do is flowers then I'll pass. Maybe Tilly knows someone who can do me up right. I was going to go do that little errand she had with the buckets and the punching, figured that's sort of, you know, in my wheelhouse, as they say." Initially naware that he had just interrupted the group in mid-conversation about the dreams, he finally registered the curious look on his companions faces.
"What dreams? What the hell are you people even talking about? You guys are... Dreams?! Are you for real? I don’t know what the hell you’re on about." He growled and clenched his fists, but he couldn't hide the trapped look in his eyes.
Standard Action: rp only. Will probably have Vyeggar grab a quick sandwich and a beer, then he'll do the bucket and beating job
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Ancestral Weapon Mastery (any orc weapon with proficiency gains the Weapon Focus feat)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
Eligible for Azata Style (+1 dodge bonus if move at least 15 feet)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Bullying Blow (-2 to hit, on successful hit can intimidate as a free action)
Eligible for Call Out (use intimidate to force an opponent to duel you)
Eligible for Catch Off-Guard (no penalties for improvised melee weapons)
**Eligible for Charging Stag Style (can charge through difficult terrain and allies, can make 1 90° turn)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Combat Expertise is no longer a feat, can use anytime (+1 dodge bonus and -1 attack roll/-1 CMB roll)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
**Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Crane Style (-2 to defensive attacks, +1 additional Dodge AC)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Deflect Arrows (1 ranged attack/turn)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Destructive Persuasion (bonus to intimidate if you break something)
**Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Disengaging Feint (successful feint let's you move without AoO)
Eligible for Distance Thrower (reduce penalties for thrown weapons)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Focused Discipline (bonus after resisting fear effects)
Eligible for Fox Style (use CMB instead of Bluff bonus to feint)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Fury's Fall (add dex bonus to CMB when tripping)
Eligible for Gang Up (flank from anywhere if opponent threatened by two allies)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
**Eligible for Grudge Fighter (+1 atk & dmg vs opponent who attacked you this combat)
Eligible for Hurtful (after successful intimidate, attack as swift action)
Eligible for Implacable (bonuses vs pain effects while drunk)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
**Eligible for Just Out of Reach (bonus to AC vs reach weapons)
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Kitsune Style (use Dirty trick at the end of a charge)
Eligible for Landing Roll (if tripped move 5 feet as an immediate action)
Eligible for Numbing Blow (temporary disable foe's arm after disarm)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for Patient Strike (+2 to full round readied attack rolls)
Power Attack is no longer a feat but is Eligible
Eligible for Punishing Step (bonus vs foe who fails a combat maneuver)
Eligible for Resisting Grappler (AoO vs monster using Grab ability)
Eligible for River Raider (stealth and swim bonus when weather is clear)
**Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
Eligible for Sidestep (move 5 feet when opponent misses with attack)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Eligible for Animal Ferocity (when HP reduced below 0, can still make attacks but at a -5 penalty per attack roll)
Eligible for Awe-Inspiring Smash (use STR bonus instead of CHA for performance combat checks, as well as a few other performance combat bonuses)
Eligible for Reap the Infirm (bonuses vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
SENSITIVITY WARNING FOR THIS POST: There are implicit descriptions of sexual acts and abuse in this post. I've put the relevant passages behind a spoilerbutton, if you may find such themes disturbing or triggering PM me and I can do a sort-of sensitivity summary so you can continue play without reading any content you don't want to.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
Before 4pm
Cloudy
Shift Number
1
First Shift
Kara is playing Gurna Nmesh, earns 169gp
Liana is playing Burlesque, earns 200gp
Vyeggar is playing Menial Tasks, earns 59gp
Grim is playing Rodent Roulette, earns 160gp
Damien is playing Menial Tasks, earns 59gp
Tarbin is playing Gurna Nmesh, earns 180gp
When Liana and Tarbin both explained their plan to Sandraminae, she listened carefully, not interrupting with any comments or suggestions. It was only after they were done that she responded, smiling wickedly. "You mean, you guess that Kasturr's a scumbag, because if he had contacted you then you'd never be out of Tilly's sight again." She shrugged. "Unbelievably, your guess is absolutely right. I've had the displeasure of meeting with the kobold and... well, you've seen how skimpy this uniform is, right?" She punctuated this point by spinning a little on the spot, surely a sight that a pious man such as Tarbin would be embarrassed by and a sight that would please a follower of Erotes. "This thing didn't show enough flesh for his liking. Though he claimed it was so I couldn't hide a knife on me. The joke was on him, I am well-versed in holding uncomfortable things in my bumcheeks."
"I like your plan. You've got your meeting." She handed them The Longinus Estate is in E4 on the main map. Liana and Tarbin know which building.a slip of paper, which had an address on it. Along with this was six signed pieces of paper, with a name that was, notably, not Sandraminae's. Atop them it declared "Granted by Authority of Crown Prince Undiara, whose noble reign has been bestowed upon him by Emperor Undana and Empress Mathilta of House Undiax, long may their reign be, I beseech the holder of this receipt to enter that most ancient and hallowed of imperial seats, the Citadel of Julianople. This receipt is good for one day and must be destroyed by the guard receiving it."
"This is the only help from me you'll get, unless you need some outfits or something," Sandraminae said severely. "You're the ones who'll have to convince him that you can arrive on Day 108. He's very quick to decide if he likes you or not, and it's hard to change his mind, so make sure you get him on side."
Damien happened to approach Tilly's office when the door was wide open. She actually looked normal, for once. If anything, she looked a little comical, holding up a pair of spectacles over her singular eye as she read through a clenched fist full of paper. However, when he actually stepped in, it felt like all of the skulls on the walls, the desk and the bedpost were staring at him. Tilly joined them.
"You don't mess around... just how I like it," she grunted, throwing the papers to the side and ssetting the spectacles neatly onto the nearest skull. "This job requires some pictures. Hang on." She opened up a drawer on her heavy desk, almost hard enough to snap the whole thing apart. The paper she pulled out was a very clumsy looking You instantly recognise where this is. It is G9 on the main mapmap of an area not far from the lighthouse. "Lucky for you, your two jobs are for neighbours. Deliver goo to the smaller house, beat up the guy living in the bigger house. And it's tomorrow morning - I want the beating to be very visible, make sure everyone knows who did it."
"The goo delivery is for a complete nutcase. Master Moonflight. Don't be fooled by the name, she's a dwarf who pretends to be an elf guy because it makes her seem more mysterious and mystical. If anything, I'm hoping this is the last time I have to send this goo to her." Tilly sat back, pondering something. "... it's a pain in the arse to make. Anyway, drop the goo off, and don't talk to her much. She'll spend hours and hours talking once you get her talking, and most of it will be nonsense."
The next three pictures, however, were very detailed drawings. When Damien looked, they had Sandraminae's signature at the bottom. The first was of a halfling, though one with almost gnomish features - a large nose, a large smile, and a large beard. Immediately, Tilly began jabbing the picture with her finger on the man with rage. "This arsehole... this ****ing arsehole! Buxton O'Hare! The little **** has been using charm spells to get discounts from sex workers all over the city, and I only get warned about him after he's already gotten into the heads of two of my best sellers!" To punctuate, he gestured to the other two pictures - two beautiful women, one tiefling, one human. "Thumper and Judy. Guys went crazy for them two. I actually had a noticeable dip in profits when they left. And now this ****ing arsehole..." Her thumb smushed into the halfling's face, almost tearing it.
Tilly could barely keep herself composed at this point. She seemed genuinely grossed out by the entire sordid affair. "I'm not going to lie, the mind-control already pisses me off royally. He's taken my girls, for free, using basic-bitch charm magic and HOW Rozitto didn't catch that is beyond me. It's not even real control - I'll do a lot to get a person to do what I want, but I don't brainwash." There was a sudden glassiness in her eye, as if she was reminiscing. "It's not real control... real control's when they willingly submit..."
Then the disgust returned. "And of all the things to use it for... look, I know what kind of business I run here, but I find the whole in-out in-out business bloody disgusting," Tilly explained. She looked to Damien, looking sour. "I've had sex twice. Both times, I let the 'partner' force themselves on me just to get close enough to stab them. Remember that, there's two lessons to all of this - one, don't ever flirt with me, and two..." She looked down to the two pictures of Thumper and Judy, and sneered unsympathetically. "... don't let your guard down."
Tilly sat back, taking a moment to stare at the ceiling. When she had regained her composure, she sat forward again. "Don't hurt Judy and Thumper, though they'll try to hurt you. He'll have other women... they don't work for me, kill them if you have to, I'd prefer it if not. Otherwise Tabor will be visiting and I don't want her giving me a sore earhole. But this ****ing guy... don't kill him." There was a heavy emphasis on that. "I want him to walk around town in pain. I want you guys to be as creative and as cruel as you like in making sure this guy scares people. Think of him as a blank canvas - paint a picture of what happens if you mess with me."
There was almost a perverse glee in her orders, which died down slowly. "Anyway, that's tomorrow's job. Now, get out and pass on the message and the pictures to the rest of your Bucket Brigade." She grabbed her spectacles again, spinning them idly in her hand. She regarded them with some thought... and then... "Grim never explained why he was so keen to get into the University, did he?"
To the outside observer, it is an odd exchange. Not unusual to the Dead Mermaid's Casino, though more for the people doing it. Kara had already gained a reputation for being quite aloof, above the chaos and the sordid affairs. Celia, while definitely willing to engage in sex work, definitely had a more spiritual and caring streak to her. And here was Kara exchanging some sort of cloth bundle or pouch with her. Drugs? A coin purse? Celia looked down at what she had been given, her eyes sparkling a little. Then, suddenly, she snickered, and, taking Kara's arm with a soft grasp, pulled her into a darker corner further from the crowd.
Maybe a minute or two later Celia emerged from the shadows, leaving Kara behind. She had a little blush on her face, and was not ready for Damien to approach her. She almost yelped but stopped herself. The question was a little bit more severe, though she ended up putting on a smile as if nothing was wrong. "He told me he'd know when you guys were ready for more correspondence. Even when he met me, he was surrounded by city guards. Whoever he was, he had money to throw around. He could probably pay anyone here to spill any beans he wanted spilling." She put a finger to her chin, pretending to think about something. "Unrelated note, completely unrelated, did you know that I like to drink at The Best Tavern? You know, if anyone wanted to find me and pass me any sort of secret messages, they'd know to do it at The Best Tavern. A group of us go drinking there from time to time."
Etrikan seemed a little unsure of Liana's outburst. Was it supposed to be defended against, or laughed off. Eventually, he shrugged. "At least you apologised, suneh. Faith and love for our God can make us all dogmatic. I humbly accept your blessing." He went on to have one of the better performances of his life. If only he didn't attribute it to Sophi rewarding him for his tolerance and patience, Liana might have had a convert. He makes sure to find the others in the Bucket Brigade and make sure that they get their orders in too, explaining that they'll have their weapons first thing in the morrow.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
4:01pm
Cloudy
Rozitto was about to let you all go, but before she did, she slid across some coinpurses for each of you... and also a large scone about the size of a plate. Rozitto winked to all of you. "By the way, that's thanks from me and Larzon. You helped us almost catch the old man yesterday, and one of you saved my pumpkin's life. Larzon would've said thank you in person, but he's shy. Such a sweetheart."
Location
Map
Season
Day
Time
Weather
South Bridge, Western Checkpoint
J7
Harvest
104 of 120
4:34pm
Cloudy
The city of Julianople was in a moment of flux, just as the whole year was in a moment of flux. Between seasons. Between times. The morning hours had already brought sailors, and the lunch hours had brought out the hungry. Soon the professionals would spring out of their workplaces to return home, and the sailors who were departing today would make their journeys to the docks and scatter. But that was later. Right now, it was the lull period. The dull period. Where the streets were empty but for those who had things to do early. Where the city was, for once, quiet.
Quieter.
There were still the daytime drunks, and the beggars pestering for money, and the idles with nothing to do but waste their time and yours. As you all got closer and closer to the bridge, the crowds got heavier and heavier. At the bridge itself was more guards than was really needed to stop every cart and every person with a bag who wanted to cross. It brought back chills across all of your backs. It was not long ago that you were here being beaten senseless, possibly by some of the very guards standing here as they innocently, cluelessly, helped the fake guards amongst their midst.
And you were planning to confront one of them, with the Red Sunshine still in Grim's possession, waiting to be traded for the names of the people who did the beating. The people who stole the Chest of Majab Ig Grun and landed you in debt. If fate was smiling on you, the people who still had it.
"Halt in the name of Crown Prince Undiara," one guard would say, a hobgoblin with a shield taller than him, while another would walk up and either rip open a bag and look inside or peer into a cart that some equally bored merchant had wheeled up, before waving it through. This pair was doing the bulk of the work, while three humans sat playing cards outside a thin yet tall building, the outpost itself, and barely paying attention. A cage swung from the top of the small tower, an example to troublemakers that was thankfully unused. You could hear people inside the guardhouse, though there can't have been many. The humans playing cards were having a low conversation, trying not to be heard by whoever was actually in the guardhouse itself.
"Wish I could just sack off work and get eaten out."
"Not so loud, moron! Cap'n will hear you, and then the only guard post you'll ever see again is from inside that cage."
"Besides, whenever it happens, I just feel sorry for her. What the Captain does to her, ****ing shameful." One of the humans stopped playing as she looked up from her hand of cards. Her eyes settled on you. "Holy ****!"
Immediately, the hobgoblin appeared in front of you all. "Halt in the name of Crown Prince Undiara," he groaned, while another hobgoblin was moving towards Vyeggar. He gave the ugly orc a once-over and seemed to sense a fighter. He nodded to the first hobgoblin who sighed. "Ever crossed a bridge before? Bags out, pockets open, let's see what you got."
The human who noticed you had made it over by now, her eyes firmly on Kara. Then, slowly, she looked around to the rest of you, in turn. This was enough to catch the others' attention, and soon there were five guards all abandoning their post just to look at you. "You're not Kara Kurdst, are you? The chick who saved Crominus?"
"That's her?" another said curiously, before looking to her fellow guards. Not loud enough to ignore, she blithely asked "Halfing, vishkanya, gnome... they seem like Tilly's goons, the ones that got robbed."
"Can't be! Tilly would've killed them! Asides, what would Kara Kurdst be doing with them?"
Last edited by Lentil Sponge; Apr 16th, 2023 at 01:48 AM.