After his conversation with Sandraminae, Grim watched her turn and walk away with a great deal of interest even as he considered her words, there were definitely times when having a gnomish height was an advantage for admiring views. Have a conversation with Tilly and convince her of something? now there was a new and unexpected thought
Shaking his head, Grim returned to the Roulette Table to finish his shift, perhaps he should just have a conversation with Tilly and explain why he needed the Void Prism to get into the University, considering how minor she thought that trinket was he was sure she could be convinced to part with it for a chance to get her hands on something much more powerful. Not that he had any intention of putting the Eye in her hands anymore than he did Nalia's. But that was a conversation for another day, he still had time before the meeting with the Sellspell and perhaps another day to cool down and divert her wrath onto someone else would work in Grim's favour better
Finishing a potentially very lucrative shift, Grim went to get some food and joined the others in the common area, they all seemed to be discussing the Dreams they had experienced the night before, some of them more openly than others, Vyeggar was clearly upset about the prospect of their dreams being connected and angry at having to admit he had experienced it. He couldn't blame the man, His own experiences with Magically Induced dreams had never been pleasant and something he wished he could forget about but Nalia's torment over the years had left its mark.
Like Vyeggar he didn't want to admit to having shared a dream of the Waxworks either but he had a better time controlling his emotions and kept quiet about it. Luckily none of the others asked Grim if he had experienced a shared dream state so he simply didn't volunteer the information and he kept the card with Phoenix's real name on it to himself in his pocket and let the others have their conversation and found out what had been discussed in his absence. It seemed they had be "volunteered" to make a delivery in the morning, both of a bucket of the black sludge Tilly was producing in the basement and a beating. Only one of those did he have any intention of taking part in although considering what he knew of their employers recreational substance use, perhaps they would be better off staying as far away from the black sludge as possible as well.
But before that task, the group had finally decided to see sense and continue their hunt for the chest which had drawn them together under the thumb of the Tyrant Tilly Gansong. As he currently still had the Red Sunshine in his possession he would be coming along on the little trip back to the bridge. Hopefully with better and less painful results than last time they were there, he would certainly be on much higher alert than he was the first time.
The walk to the bridge was long and tedious to say the least and he was ashamed to admit that he had jumped at more than a few shadows on the way, to the point he couldn't help chuckling at the sheer absurdity of it all. Yes he had taken a beating but he had travelled the world for over a century and visited more ports than even he could remember and name, it wasn't the first or even the most brutal fight he had been involved in so why was this one getting him jumping at shadows like a wounded cat?
It was a strange thing, perhaps he had just needed to get out of the casino and the ridiculous mind games that were being played there but the closer he got to the bridge the more he relaxed, if anything it was the anticipation which was the worst thing and the closer they got to the bridge the better he felt, and he didn't even bother to restrain the snort of laughter at Vyeggar's antics when asked to turn out his pocket for his "credentials" and gave the Half Orc a wide grin so he knew that his laughter was aimed at the guard not him and he couldn't help but notice the looks the silent hobgoblin was giving to the closed of the guard post.
Not that he needed the silent signal to know what was happening inside, his hearing was more than good enough to hear the antics unfolding inside the building a short distance away. From the looks some of the others were giving to the guard post he suspected they could hear it too.
Feeling particularly vindictive and chaotic that evening Grim decided he was done playing games with the gaurds and in no particular mood to wait for a something to happen, Reaching out with his magic he gave a subtle gesture with his hand and reached out with an invisible hand to pull the guard door open without warning. Better the captain is caught in a compromising position than them this time.
Turn Summary Initiative: Move: Action: Mage Hand Cantrip to Pull Gaurd Post Door Open (Assuming its unlocked) Bonus Action: Reaction: Other: Conditions:
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 209GP, 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
Last edited by Dylan Scott; Apr 19th, 2023 at 09:35 AM.
SENSITIVITY WARNING FOR THIS POST: There are explicit descriptions of sexual acts and implications of 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
South Bridge, Western Checkpoint
J7
Harvest
104 of 120
4:35pm
Cloudy
All five of the guards shared a look as Vyeggar's 'credentials' were presented. They were quickly analysed and understood well, and the question was as to who would process them. The two hobgoblins loudly cracked their knuckles, sharing a little smile.
Ignoring Grim's gesture.
With invisible fingers, he found a door that was not locked, but was stiff. It took a harder than usual yank, and Grim was already not in the best of moods, so he found there was too much power in his pull, causing the door to swing towards them.
It was not the most surprising of sights, given the foul state of Julianople and the openly corrupt nature of the guards. It certainly was a lot to take in, though. A man sat on a chair, a few aged combat scars on his face. He was maybe in his early thirties. The typical career guard, not strong enough for the army and too thuggish for civilian life. On her knees, directly in front of him, was a pale woman. She was very clearly the other type of guard - the one who wasn't cut out for crime but had no other skills. He sported an erection, atop which was some of the very drug that Grim had in his pockets. Some of it was already on the woman's lips.
She looked entirely resigned, tired, and dazed. At least, until her eyes landed on you, and they began to widen in horror and recognition.
The door then bounced off of the stone wall to its other side, and swung shut again, just as the man's mouth began to open in a shout, and the woman's eyes snapped onto you.
One second. Two.
All of you could hear the muffled hissing. "You stupid bint, why didn't you remind me to lock it?! Whatever, let me lock the... oi, babe, why are you putting on your..." The hisses became shouts, and these were loud enough for the guards to turn their heads. "Gwen, you don't even know that they saw you! Come on, don't ruin this! I am your Captain as well as your boyfriend, and you will do as... hey!"
"Get back on my...!" There was the sound of a table being knocked over. "Gwen! I wasn't ****ing done! I order you to get back OVER!" There's a slap.
It was followed by a heavy thud, and a man's grunt and wheeze of breathless pain.
For a second time, the heavy door swung open wildly. Kara and Grim immediately recognised her as the same guard who was at the ambush, the one who had taken an obvious bribe. Her eyes were fixed entirely on you. They were weak and unnaturally gold, just as her hair was unnaturally white and her body was unnaturally thin. Her pupils looked like they had disappeared entirely, and she shivered in some kind of awful high. She now had a blue cloak falling over her thin arms and her pale naked body, and it looked like she was weak enough to have it weigh her down.
Gwendoline Miller swallowed the heart that was stuck in her throat, threw a purse-load of gold coins in your direction, and dived the opposite way.
There wasn't a tremendously big crowd at the bridge. Maybe ten people all in all. But the sound of coins scattering could draw an army in Julianople, and a mob was beginning to converge. The guards, surprised, dumbly watched Gwendoline go, unsure of what to do. The Captain suddenly burst out of the guardhouse, completely naked, one hand clutching his stomach in pain, the other holding a large halberd by his side.
"Gwen! You ****ing bitch! I'll kill you for that!" That's when he looked to the other guards, while pointing at Gwendoline. "Arrest her!" Then, seeing and remembering that this entire fiasco was your fault, he turned his halberd on you. "Arrest them!" Finally, there was one last contradictory scream of "Arrest everyone!" as everyone dived towards your coins, while Gwendoline still tried to flee from you all, and the guards looked on, reluctant to act and fearing what consequences they would face if they didn't.
Combat has not been initiated. This situation has exploded before any of the guards could react. Gwendoline is about 30ft away from you, and between her and you are the five guards and another five people (the rest of the crowd is approaching from behind and essentially going to squash into your backs). If you can incapacitate or convince her to stop in a single post, then I won't consider combat starting, or if you start swinging then this is a surprise round and initiative will be rolled after.
The guards are in enough of the way that if you wanted to reach Gwendoline in a single move action, you'd have to do something to move at least one of them out of the way. If you wish to get through them before they properly block you, you can make an Acrobatics check DC 13. Fail and you provoke an Attack of Opportunity, which would be a grapple.
Is this a puzzle? Is it combat? Oooooooooh!
Last edited by Lentil Sponge; Apr 19th, 2023 at 12:01 AM.
Liana had had a busy day, and was generally aware of a constant murmur of conversation as life in the Mermaid went on as usually, her varied companies going about their business with the usual clamor of clashing or meshing personalities: half of her friends were suave, and have socially dense. It made for a varied life!
Vyeggar took some time to question Liana about her tattoos, in his usual vile, off putting way. But her tone toward him was steadily shifting: there was no forgetting he'd been her protector, and that his eyes might now flash with anger in her defense.
"Hey what's all this about you giving out free tattoos?" the grotesque beast-man grumbled. "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"
Liana laughed. "The marks of Erotes are not just flowers, but you, know -- all kinds of marks are possible". She started to rattle off some of the options; "There is the bald-headed mouse, chimney cleaner, flesh torpedo, flute of love, moneybox, little chap, nut cannon, one-eyed trouser snake, pink lighthouse, porridge gun, pyjama python, tummy banana, OR the kitty, the clung, downstairs, the beaver, the front bottom, ..."
"Now, they aren't tattoos. They just last while I concentrate, or if I put a lot of spiritual energy into it, well, they'll last a bit longer. "
"Most of my marks will increase your focus on your skills. So, Vyeggar, you want to be a whole hecka hella scary; let's try this out. "(She concentrates -- using both her talents of Zealotry and the Enhancement Sphere of magic: Vyeggar feels Try +5 from Aid Another, and +5 from the Enhanced Focus bonus -- for a +10 boost.amazingly intensely able to intimidate.)
"I can also put enhancements on weapons or armor; whether that's to kill or safely knock someone out, orAs a Armorist, she's got access to a lot of +1 weapon or armor special abilities. Not all of them, but a lot! pull off various tricks."
Later, Liana was pleased that the voluptuous elf is satisfied with her plan. She committed the Longinus estate location both to memory and a jotted-down note.
"Now I of course will be your muscle. But would that need any kind of outfit change on my part? " Tarbin asked her.
It would be simple to dress them both up as gleefolk associated with the Cirque de la Fumee. Colorful rags and tassles could be borrowed, given that Sandraminae was cooperative. And the Cirque like and mercantile outfit needed simple muscle, not just performers. "You'll do fine," she encouraged him.
When time permited, she and Tarbin would perform the mission to the Longinus estate.
(At the South Bridge, Western Checkpoint)
On the way out of the Mermaid, before they began toward the bridge, the light got in Liana's eyes. She sneezed, and incredibly loud, high pitched chirp of a sneeze, startling from such a person. "Sorry," she muttered, blinking, eyes adjusting to the outside glare.
On the way toward the bridge, she whistled tunelessly.
She took in the sights; cautiously concerned at the dangers about her; keeping a hand on her crossbow, her concentration upon keeping her senses supernaturally keen.
When she heard the coercive shenanigans going on behind the closed door, she was filled with fury.
Her psionic energy surged into Kara -- giving the woman a sudden burst of speed.
She concentrated on Vyeggar. A pastel colored hand making a "peace and love" gesture appeared glowing on his weapon of choice. "Smack down that bastard!" she urged Vyeggar. A subtle glow, a sense of peace and a faint floral fragrance came from the spell.
She continued concentrating on him ... aiding his action, granting him unnatural precision.
Would we have new gear yet? She'd wear her new chain shirt to this event, most likely, as she's expecting trouble. If she had it yet?
Dice Aid Another: Vyeggar - Attack! DC 10:
1d20+8
(11)+8
Total = 19
Aid another succeeds: +2(aid another)+2(helpful halfling) +1(fools for friends) +1(battlefield disciple) +1(zealot zeal) = +7
She spends 1 spell point, making Vyeggar's weapon into a +1 Merciful weapon for 1 hour.
Net he will be +8 to hit for +1d6+1 bonus damage, all his damage turning nonlethal (no -4 penalty to attack nonlethally with a lethal weapon.)
Tarbin was a little surprised when the door to the guard house suddenly swung open of its own accord though the large man strongly suspected that one of his new companions was responsible for the act. The scene that greeted the group inside however was one that filled the former farmer with a sense of disgust. ’This city is truly rotten…’ Tarbin silently thought with a shake of the head. Tarbin was silently grateful that such an act had been interrupted as it saved the young woman from any further humiliation and degradement even if it had caused their target to attempt to flee.
As the guard captain emerged from the guard house Tarbin ignored the gold coins scattered on the floor and trusted that one of his companions would be able to stop the fleeing woman, instead Tarbin eyed the corrupt guard captain with a growing sense of anger and disgust. Tarbin knew that they could try to take the easy option, placate the guards and ignore what they had seen but the vision from the night before was still fresh in the young man’s head. ’We have to be better… we have to do what’s right!’ Tarbin silently resolved himself. Besides if there was going to be another beat down it made sense to draw the attention to himself first rather than let one of his smaller more delicate companions be targeted first.
When the halberd was pointed in their direction Tarbin narrowed his eyes for a moment before he stepped forwards towards the currently naked man and contemptuously pushed the halberd out of the way. With a sudden burst of movement Tarbin then lunged forwards and grabbed the man the by the throat. ”This is how you treat a woman under your command? You disgust me!” Tarbin spat with a look of righteous fury as he tightened his grip upon the man’s throat. ”This is one of our proud and noble protectors? you’d be a disgrace to your uniform if you had remembered to put it on!” Tarbin berated.
Dice Grapple:
1d20+9
(7)+9
Total = 16
(wasn’t sure if the boost was meant to be intended for Tarbin rather than Vyeggar as I was the one who said I wanted to attack the guard captain… if so add another +7) **Also as this is a surprise round I presume the guard captain is flat footed.
Dice Grapple damage:
1d6+4
(6)+4
Total = 10
Last edited by Alatere; Apr 20th, 2023 at 03:25 AM.
A runner. Kara only was distracted for a second by the scene unfolding before them. Unfortunately the scene also involved a naked guard captain and a naked corrupt guard. Kara, once the coins hit the floor immediately dashed after Gwendoline. When a guard got in the way, Kara lept and used a shoulder as a foothold to keep going, rolling right as she hit the ground and resumed course.
Liana gave her a boost of speed, and the thrill was enough to call to hand her Sudden Arsenal (imbue) (requires create): The prodigy may create a weapon, armor, or shield, and up to 50 pieces of ammunition. These items follow the normal rules for the create ability. These items disappear when the imbuement ends.recent training. In her hands, as swift as an instant was a folded net, ready to deploy. Kara didn't even have to throw it as Liana gave her the speed to be practically on top of Gwendoline.
assuming 21 beats a flat-footed, naked guard's touch acCatching the girl in her net, Kara pulled the net tight as to not let her go. Any further and Kara would be simply embracing her. Kara shouts out, "Got her!"
Damien waited, hands clasped loosely behind his back, as Tilly retrieved the materials containing the specifics of the mission. As he waited, he tried his best not to make eye contact with any of the skulls... it wasn't really the macabre nature of the office that put him off. But ever since the previous evening's conversation with Tilly, he couldn't help visualizing his loved ones when he looked at her skulls. Unsubstantiated paranoia was uncharacteristic of Damien, but Tilly's bizarre sixth sense combined with her history of finding and exploiting weak points made it feel like the skulls were probing him for information... looking for clues into his past with just as much fervor and bite as their owner's single eye had.
As Tilly presented the map, Damien reached down and lifted it to his face, studying it for a moment before he carefully tucked it into his coat. He knew the area... so far so good. The pictures were another story though. Reviewing them carefully, Damien didn't recognize anyone, but as he heard the details of what the halfling was receiving a beating for, the vishkanya's eyes narrowed. As far as personal standards went, Tilly and Damien had very different lines... but on this one, he found himself very much in agreement. In a gross way, the nature of the job was almost a relief though. Damien knew some of the other members of the team had much stricter morals than he did. Beating some unknown person over a petty business dispute would not have sat well with them... but this... this was an easy sell.
Following up the initial brief with a bit of unsolicited personal sharing, Damien found himself briefly contemplating Tilly's sexuality. When in the business of knowing people, such things were obviously valuable to know... but all the same, he couldn't claim to have thought much about the matter before. Crossbow to his head, Damien would probably have pegged the woman as being in love with her work and not much else... and that still seemed to be consistent with what he knew of Tilly. To her, sex and sex work were gross, but necessary parts of life; an unpleasant means to an end. While he didn't completely share this view, Damien respected it at least. It certainly simplified things quite a bit.
"Advice noted... while I'm far from a saint, I'm probably one of the few here who hasn't much indulged in the pleasure side of your business. Mixing work and pleasure gets dangerous fast... especially here I imagine." Part of him considered assuring her that he also wasn't the type to proposition his employers, but that technically wasn't true... and Tilly's single eye was certainly sharp enough to have noticed his occasional second glances at Sandraminae.
The half-orc was very specific as far as who they could and couldn't kill on this op... not that she needed to be. If he had it his way, none of the girls need be harmed, though he knew that would be easier said than done. The halfling on the other hand... death would have been too merciful. Damien was hardly a stranger to manipulation... magical or otherwise. He usually preferred the straightforward diplomatic approach, followed swiftly by applying pressure. If absolutely necessary, magic was sometimes a tool one had to resort to... but there were times you used it, and times you certainly didn't. This was a MASSIVE example of "do not".
"Halfling, hmm..." Damien continued to look at the drawing of Buxton, committing every detail of the man's face to memory. "Already so close to the ground. Shattering his legs won't have quite the usual impact. Starting with the fingers might be best. And of course he's going to have an awfully difficult time casting any more charm spells without a tongue." No need to plan too far ahead... they could decide on the specifics when the time came. Damien clicked his tongue, looking back up at Tilly. "I assume the girls will come back on their own once the spell is broken. Do you want us to leave Mr. O'Hare with an invoice when we're finished "correcting" him?"
After Tilly responded, she hit Damien with one final, unrelated question that left the vishkanya momentarily silent. So far, she'd given no indication of knowing anything about Grim's sister... and it was probably a misstep to share that particular detail with her. On the other hand, there was always the chance that this was a test... to see if Damien was going to open up and tell her the truth. In the end, the vishkanya decided to walk the line between.
"Grim? No, not really." Technically, it was true that the gnome hadn't specified his exact motivations, though they were pretty clear. All the same, Damien had other believable enough reasons to suggest. "Even without the gem to sell though, there's plenty of value to be found by the right sort of person there. A man like Grim could probably find a very lucrative relationship dealing with the university... and given our current position, making a lot of money quickly isn't exactly an ugly prospect. It's only a theory though... Grim's also pretty stubbornly principled. He might just want to meet with the woman we encountered last night to save face now that he's not going to be bringing her the requested item." Damien shrugged before finally lifting the drawings up and placing them into his jacket next to the map.
"... was there anything else Ma'am?"
As the Bucket Brigade made their individual preparations ahead of heading to the South Bridge, Damien approached Liana and Tarbin.
"You two have a moment? I have a couple things to discuss with you." Beckoning the zealot and the farmer aside, Damien withdrew a picture from his coat, holding it up for each of them. It was a detailed drawing of a halfling with spectacles and a beard. "Buxton O'Hare... our target for tomorrow." He tucked the picture back into his jacket, crossing his arms. "I know beating up a random man on behalf of our boss doesn't sit well with you... EITHER of you. So I inquired further. The reason Tilly wants this guy is because he's been using magic to control girls from brothels around the city, using their... services, for free and without willing consent. That includes two from here."
The vishkanya paused, letting the details sink in.
"Not everyone understands the wicked ways of this world we live in. Some would call us criminals, but even criminals need to have personal standards... so I respect that you both ere on the side of mercy when it's possible. That's why I wanted you to know first. Sometimes mercy is just... and sometimes it isn't." Damien continued to shift his gaze between the two, the genuine resolve in his eyes breaking through the relaxed expression on his face. "Tilly wants this one alive, and she wants us to get "creative". Given the circumstances, I would say that's well within the the bounds of moral and just response, wouldn't you?"
After hearing their responses, Damien glanced over his shoulder before continuing, this time on a different topic.
"Another thing... I know we're stretched pretty thin hitting leads as it is, but have either of you looked into Lungri, the guy who had Kara? I learned that a certain old man has apparently thrown his support behind the guy. So Liana, I don't know if you're finished with Hajime or not, but if I were looking for him, I might consider starting with the Dog Killer."
Damien continued to smile as he listened to Celia's answer, offering her a small bow when she'd finished.
"I see... I've heard of the place. Never been myself, but I always appreciate, good recommendations." He reached out, offering a hand. If Celia took it, he gently lifted hers, raising it to his lips as he planted a soft kiss on the back of her hand. "I'll have to swing by sometime... buy you a drink." If the man knew Kara was lingering within earshot, he showed no obvious indication of it. Giving Celia one last smile, Damien turned and left it at that.
The last time Damien had strode through this area, his head had been pressed beneath a guard's boot. An unpleasant, infuriating, and somewhat grimly familiar experience... one he'd hoped to avoid, and certainly not one he'd expected his first day working for Tilly. Every occurrence, action taken, conversation had since... had been about digging back out of the hole of that failure. It had been three days, but it simultaneously felt like a lifetime ago and just an hour ago. It made him feel paranoid... weak. Damien didn't like feeling that way, and the frustration welling up inside him brought back memories of Vyeggar's earlier outburst.
Damien glanced over at the half-orc, appraising his current emotional state. For the moment, he seemed calm enough, though the man's expression indicated his thoughts were anywhere but on the current task. Damien was almost jealous of Vyeggar for being able to think about anything other than their recent beating at the bridge as they walked back to the very spot... but he knew the confusing and disturbing implications of the dream probably still weighed heavily on the man. More heavily than a guard's boot by any means. Not that he was the kind to talk about it. It took a lot of coaxing to crack through Vyeggar's barriers when the man wasn't feeling up to sharing... and this certainly wasn't the time or place to play therapist. Still, Damien could understand the frustrations.
"Vyeggar." Damien shifted closer to the half-orc, eyes still forward. "I'm not a religious man.. not that I'm not a believer, but the finer points of faith never sat well with me. Some find comfort in things beyond them... personally, I prefer the comfort of simpler, less ethereal truths. For the moment, one of those truths is that we're here, now, together. And we all had a similar dream. Whatever you want to call that... coincidence, portent, collective brain damage from getting our heads caved in at the bridge... it's something we'll deal with together. When the time is right." He looked intently at the half-orc. "I'm working on finding out what I can about Harrowing so we can start to put some of these pieces together... maybe get us a location. After that, I suspect the intangible crap is going to get VERY tangible VERY quickly. I know you can do a lot more than hit sh*t, but seeing as you're pretty damn GOOD at hitting sh*t, I'll be counting on you if and when the time comes." He offered the orc a hand to shake. "Fair enough?"
The guardhouse... all too unpleasantly familiar. And as the conversation began getting tense, it was starting to seem like this visit might go in a pretty similar direction to the last. But things were different this time... the group was prepared. As the five guards began to descend on Vyeggar, Damien considered trying to say something to diffuse the situation. He was saved the trouble though as Gwendoline's money pouch threw the entire situation into absolute chaos. Damien shrugged. Chaos. He could do chaos too.
Each of the brigade was quick to move into action. As Liana gave Kara a boost to her speed and Vyeggar a boost to his fighting ability, the former was quick to get after Gwen, closing the distance so fast that a blink would have been enough to miss it. Tarbin on the other hand was singular in his mission, descending on the corrupt and naked guard captain with beautifully violent intent. That left the other five guards, who were still deciding between arresting them, Gwen, or the rabble scrambling about on their hands and knees trying to stuff their pockets with coin.
"Too slow..." Grinning, Damien reached out a hand, snapping his fingers as the guards felt the ground beneath them became slick and oil-like. As the guards struggled to keep their footing, Damien yelled out from the back of the assembled group of mob. "They can't arrest us all! THROW EM OVER!"
Damien casts A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.Grease in a 10 foot square on the ground beneath 4 of the guards.
They need to make a DC 17 Reflex save or fall prone.
He then tries to (totally innocuously) convince the mob that they should chuck the fallen guards off the side of the bridge before they can recover and try to arrest anybody.
Make Request (Give simple advice or directions) Diplomacy:16
As the Bucket Brigade made their individual preparations ahead of heading to the South Bridge, Liana saw Damien approach her and Tarbin.
"You two have a moment? I have a couple things to discuss with you."" He showed her the halfling with spectacles and a beard. "SAY]Buxton O'Hare... our target for tomorrow.[/SAY]
Liana concentrated: gave herself unnatural supernatural focus, and tried to recall all that might be known to her of Buxton O'Hare.
Damien explained how Buxton O'Hare was mind-controlling brothel girls; bringing justice to such abuses aligned broadly with her mission.
She just shrugged indifferently at Damien's comments about being criminal or not, moral or not. For her, the will of Erotes and whatever was best for the Family was paramount. If that mean love and kisses, so be it. If it meant torture or festooning the landscape with the entrails of a foe, so be it. Damien had apparently no concept for how her mind worked, but everyone hurtful to the Family was completely dispensable.
So she just simply nodded said, "I can work with this. What are the names of our two ladies here? I might cross check their stories, and I'd like to know who to comfort when we say retribution has been served."
"I've not heard about Lungri, or Kara's story. For Kawasumi Hajime, well, I wanted to get from him where to find his daughter Kawasumi Chika. Chika is extraordinarily talented, but in need of rescue. She was in those ... dreams ... we each in some way shared. So Hajime is in support of a 'Dog Killer'. This is news to me. I have no ... objection to supporting Kara if she has some grudge against the Dog Killer, but my concern here is finding Chika."
Vyeggar absently shook Damien's hand. He had no doubt the group would have to investigate whatever the dream's origins were, but that was a problem for later, and as with most later problems he chose to put it from his mind. At least, he certainly tried to. For long moments after Damien finished talking, the half-orc made as if to speak, his mouth periodically opening like a fish – only to change his mind at the last moment. It had only been a few days. They weren’t friends. How could anyone expect him to say the words which bubbled just below the surface.
”I don’t want to find that place, Damien. I don’t want to, because that room scared the ever-loving sh*t out of me, and if we ever did find that place… if I had to look at that woman’s boiling white skin and glowing yellow eyes, why Damien, I’m quite sure I would go insane.”
”Yeah, we’ll figure it out. Later.” And then he started to walk a little faster, moving ahead of the vishkanya and putting an end to the conversation for the time being.
Things were getting interesting. Finally, Vyeggar thought.
He’d watched with a sort of serene glee as the hobgoblins approached him with ill intent – but then he’d seen the door to the guard shack open of its own accord, revealing its two occupants and their extracurricular activities. The grin spread upon his face as he watched the look of shocked recognition light upon the woman’s visage, and though his memories of that day were hazy because of the head trauma he’d endured at the hands of the guards, he knew a traitorous druggie b*tch when he saw one.
She knew them as well, obviously, which explained why she abruptly halted her oral ministrations, gave her mouth a quick wipe, then darted – nude – from the guard shack. In an attempt to put barricades between herself and her would-be pursuers, she upended a bag of coins upon the bridge. Gold pieces plinked and plonked upon the smooth stones to the delight of nearby townsfolk, but it was to no avail. The lithe form of Kara darted after the fleeing Gwendoline like a track star and expertly swept the nude woman up in a net, sending her crashing to the ground with a thud that would have made Vyeggar wince if he had the capacity for sympathy left in him. He did not.
The would-be-fellated fellow emerged from the shack, his truncated manhood flopping limply about like a worm on a hook. Apparently, he was a bit upset. So too was Tarbin, who advanced toward the man with ill intentions. The guards – suddenly confronted with a situation that appeared to be breaking apart like imported furniture – were looking at one another as though trying to formulate a plan. Their leader had just emerged from the shack with his “manhood” exposed and had ordered his men to “arrest everyone.” In the ensuing chaos that followed, they did not notice Damien greasing the ground beneath their feet.
Vyeggar just looked on, impressed. He had expected some form of conflict when they had been approaching the guardhouse, but this – this exceeded even his lofty expectations for chaos. Funny thing was though, the grunts were not their main focus. Kara had swiftly and expertly netted their quarry in a mere moment, and Tarbin can have Liana’s bonusTarbin had already made to grab the captain of the guard himself. Vyeggar looked back at the other guards who were suddenly fighting to control their balance.
”Got no quarrel with you fellers, long as you didn’t have anything to do with beating and robbing us.” He pointed at the netted woman, and then at the captain. ”It’s that druggie whore, and that tiny pri*ked little bitch we came to settle up with. Yeah, YOU!” he said, I know he’s currently grappled, this way he at least won’t run if he breaks it. Using a move action to gain use of Call Out. Intimidate check forces a foe to duel me, the DC was 10 + captain’s Wis mod + captain’s HD. He’s forced to duel Vyeggar for 1 round + 1 additional round for every 5 over the DC. Rolled a 25.pointing at the pinned captain
Vyeggar stood there in front of the hobgoblins, currently not doing anything to provoke their ire (despite having just moments before flipped them the bird as a joke). His golden eyes were focused entirely on the guard captain. ”Boy, I’ve met some scumbags in my day, but it’s been awhile since I’ve ever laid eyes on one as pathetic as you. Is that your c*ck, or did you glue an acorn to the bottom of your torso? Hey, what’s it like to only be able to earn a woman’s affections by keeping her strung out on Sunshine? I bet that makes you feel real manly, doesn’t it – Acorn D*ck?”
Standard Action:Rolls. 25 Intimidate, forces Captain to duel Vyeggar (if he's able to break the grapple) for 1 round +1 additional round for each 5 over the DC my roll is (DC 10 + Captain’s Wis mod + Captain’s HD)
Swift Action:
Free Action:
Movement: using Martial Flexibility to gain access to Call Out for 1 minute
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)
Tilly didn't really say much as Damien did. She only nodded silently when he explained his policy on mixing pleasure and business, and when he mentioned some of his immediate ideas for dealing with Buxton. Her single eye narrowed just a little, contemplating him. "Surprise me. I want you to show me what you can do." She thought about the invoice, her singular eye dancing up towards the ceiling. "Don't worry so much about that. If there's anything that made his charm spells more effective than normal, I'm sure I can find a buyer. Otherwise, I'll just send a cart and some lads around to collect the gold coins that he owes me. And Judy and Thumper should be able to to pay for their little 'vacation leave' in only a few weeks."
But as the subject turned to Grim, her lips became thin, and just a little curved. It had the same sort of curve that a noose would have around a rabbit's foot. "... I was wondering why you came to me." She sat back in her chair, immediately much cozier than normal. "Rozitto told me that Grim was thoroughly pissed off this morning. Seems like there's been a falling out in the Bucket Brigade. And here you are, advocating for me to give him exactly what he wants anyway, like any good friend. After all, friends are important... and they need to always know just who they owe everything to."
Tilly's sneer began to cut into Damien, trying to smash its way to his heart and peer into his secrets. "If you've come to learn, you've chosen a good place. I have an inkling that you can be incredibly useful to me. You and your 'friends'. Though I'll warn you right now, I won't be needing a successor. And if you're thinking of taking my friends away from me..." She took in a deep breath, holding herself back from... some other reaction. "... the next time you go into the basement, you won't be coming back up."
She left it at that. She already had her spectacles, holding them up to her single eye and struggling to read. It was only when Damien was at the door that she added "I have plans for that Void Prism. But I only need the one. There's others about in the city and Grim's welcome to them... provided they're only Minors." She gave Damien another look. "You're smart, vishkanya. I'm sure you'll know how successful Grim will be if he tries to sneak a Major or a Greater under my nose."
The conversation of tattoos was overheard by some of the other workers. Particularly, as Liana listed what sort of symbols could manifest, some people had their own input and guesses.
"Cherry splitter."
"Bacon lance."
"White-inked quill."
"Temptation wand."
"The mauve avenger."
Trista suddenly poked her head up out of seemingly nowhere. "Feet?" she asked hopefully.
Urin was currently in the middle of a bowl of thick stew, which she slowly slid away from her. "Ladies, gents, others, I know this casino is also a brothel, but also, it's a bar. And some of us have appetites we'd rather not lose."
On the Bridge
Location
Map
Season
Day
Time
Weather
South Bridge, Western Checkpoint
J7
Harvest
104 of 120
4:35pm
Cloudy
What started as a bit of the usual chaos by the bridge became an outright maelstrom of anarchy. Which was only slightly less usual.
Kara's net caught Gwendoline with ease, and the thin guard tumbled in the grip of the netting, cloak and limbs flailing, though Kara had her in enough control to not let her get too hurt. The pale woman gave a few weak-willed kicks towards her, out of control, each increasingly weak and defeated until the realisation set in that she was really stuck.
The guard captain only just saw the large figure of Tarbin approaching him. His halberd spun wildly as he approached. It met Tarbin's fist... and was effortlessly batted aside. He was effortlessly manhandled, his feet left completely unable to touch the ground. His protests were entirely silenced, first by Tarbin's fist, and then by Vyeggar's insults. He seemed focused on the half-orc, dangling in the air and yet still trying to reach out to catch him.
There could potentially have been an intervention by the other guards, but Damien's spell had made the ground beneath their feet uneasy, and his words made their authority uneasy. The growing crowd dove upon them, and there were a series of yelps and squeals before all of the other guards, one by one, were thrown over the side of the bridge and into the river below.
In a moment, that seemed to summon some other voice. "FREE BRIDGE!"
The bridge's crowd had steadily been growing, but now it became a swarm. The commotion could be heard from a few streets away, and while there weren't any guards to take control of the situation people were doing what damage they could. The guardhouse's door had already been kicked open and people were swarming in. Somehow, someone was already in the cage jumping up and down. People smashed at the chests to retrieve the tolls taken for today. There was more than one fight already starting over the coins, and just outside some adventurous young couple had already decided that in the middle of a riot was the perfect place for some romantic love-making. All in all, it was exactly the sort of scene that wouldn't bat an eye in Julianople.
All the way through it, Gwendoline quietly, weakly, burst into tears. "Don't kill me... don't kill me..." she whimpered over and over. It started to become louder as the meagre resolve truly crumbled, and she looked up to Kara. "They knew I was still using! I was weak! Please spare me! I don't wanna die! I don't wanna die!"
That's when the guard captain's eyes widened, and he finally got enough space between his throat and Tarbin's fingers to get a word out. "You! Your fault! I'll arrest you! You're all undeeerrrrrk!" He was struggling to speak again, as well as going purple. He had moments to make his impact. Specifically, eyes firmly on Vyeggar, he threw his halberd as hard as he could towards the half-orc. Given that he was slowly suffocating, as hard as he could was about ten feet ahead of him. The halberd rattled on the ground, where some kobold picked it up and waved it around screaming about being the new captain of the guard.
You were all quite conscious of the fact that, while these riots were common in Julianople, they also didn't usually last long before the army came in to sort it all out. Based on the sounds of distant footsteps swelling in, you may had about five minutes before this side of the bridge became a warzone.
Damien watched Liana curiously as she responded to his brief overview of the mission. She scarcely batted an eye... not that he'd expected waterworks, but possibly a bit of outrage over the prospect a a magically-assisted rapist waltzing around the city. This was easier though; Damien made a mental note that he needn't worry about selling Liana on getting her hands dirty in the future if the cause was reasonable.
"That's the rub... they aren't here. They're still with O'Hare, along with other women from other brothels in the city, from the way Tilly made it sound." Damien reached into his jacket again and pulled out two more drawings, these of the girls in question, one a tiefling and the other a human. "Thumper and Judy. They're still under his control... and they'll try to attack us when we show up. If there's a way for us to get the bastard out without anyone noticing, it would probably be a lot better, but someone like him is likely used to having to look over his shoulder. He'll have defenses in place... so we'll have to expect a fight. I can try and put them to sleep, but my magic's only going to do so much." He slipped the drawings back into his pocket. "We're not to harm them. The other women are only to be harmed as a last resort, but I don't consider that being on the table at all. They're ultimately innocent in this."
As innocent as anyone could be getting by in a city like this one anyway.
Damien knew better than to squirm under Tilly's appraisal of the circumstances, her usual indications of how much she knew of the situation inevitably giving way to threats. Talking to her was a lot like being circled by a shark, sniffing for blood. Ultimately, you weren't the meal... unless you got your scent in her nose and wriggled like prey.
There was a lot he wanted to say... words, after all, were where the vishkanya found his safety and control. But there was such a thing as talking too much, and Tilly's response didn't feel like a discussion... it was a statement of fact with a warning attached.
When Tilly had finished speaking, Damien silently nodded to her, turning and seeing himself out of the office.
"Well... this went worse and better than expected."
Damien watched the guards being pitched over the side of the bridge with mild amusement, stepping around the assembled mob and walking past the guard captain, currently being throttled by an exceptionally pissed off Tarbin.
"Whatever you're going to do to this piece of garbage... make it hurt, big man." Clapping Tarbin on the shoulder, he continued on at a job, catching up to Kara and the netted up Gwen. "Well done Kara. That was absolutely terrifying to watch." It was, and he fully meant it as a compliment; he'd never seen anyone move that quickly or net a target so accurately before.
Shifting his focus to Gwen, Damien crouched down and waved a hand in front of the frantic woman's face.
"Gwen, right? We don't want to hurt you Gwen... so listen. We need information that you have, and the way I see it, you don't exactly have a great situation to fall back on right now. Come with us to somewhere safe and answer our questions. You do that, and we just might be able to help you find a future that doesn't involve snorting powder off a guard captain's genitalia... or landing in a cell for justifiably assaulting him. Sound fair?" Damien looked back, his ears perking up as the unmistakable sound of distant marching could be heard growing over the bedlam on the bridge. "I'm going to need an answer now; unfortunately the window for you AND us is closing fast."
Damien attempts to calm down Gwendoline and convince her to cooperate under the promise of trying to help her out of the mess she put herself in if she helps them.
Liana remained in a smoldering cold fury. She had heard of co-workers mind controlled and forced into magical subjection, and now this guard woman controlled and exploited due to her addiction. The was all a filthy business, all over this city.
Her magic remained upon Vyeggar's fists: he would remain exceptionally powerful in his strikes for the next hour ... should he choose to use his fists.
She had successfully aided Tarbin; his grapple left the guard captain humiliated and out of action. And impressively, the grease spell was leading to the guards being swept off the bridge.
Yet she was too simmering with wrath to laugh with hilarity at the riot breaking out. She yearned to assume the Stance of Burning rays -- and to enchant her bolts into sonic bursting thunderclaps, and start laying wasted to those helpless swimming guards and their perverse captain....
But in her split mind, the calm and calculating half vetoed the bursting passion.
She moved to keep herself out of risk of trampling by the crowd; hiding behind her larger allies.
She saw Damien speaking to Gwendoline, trying to persuade her to compliance.
Liana concentrated. A glowing green "holy" symbol of Erotes appeared on the reptile-man's forehead. His mental focus becomes phenomenal. His words are inspired by powers +10 to Damien's diplomacy, take it to a 38.both divine and psionic. He's never spoken so golden voiced and honey tongued.
Her focus on aiding Damien enabled her to quickly ready her Pride Movement maneuver again; should she or her allies need to make another sudden surge in speed.
Remembering to stay on-task, she urged her companions, "Let's get what they know about the Chest -- and get out of here." (Or maybe those things in the opposite order; but she could hardly expect to be perfect in everything she blurts out in few seconds of urgent crisis.)
Active effects:
* on Vyeggar for 1 hour: +1 enhancement to his fists, making them +1d6 nonlethal.
* on all allies: Zeal: +1 bonus to attack for 3 more rounds.