Kara sighs with relief as she catches her spindly package. Kara hauls the net close and grabs the woman to ensure she doesn't escape until the action is over. Surprisingly though, thanks to a mob giving no concern to Kara or Gwen, there is no trouble for her, and action does die down with the guard captain's consciousness.
Damien makes his way over to persuade Gwen. while persuasive of an argument, Kara hears a dozen or so other persuasive arguments on the march to this bridge. Scooping up Gwen in her arms to carry, rather than pin down, Kara says, "Making a decision for her, we are leaving, now. She can tell us everything at the Casino. Unless you have a better course." She says, side glancing at Damien.
Kara looks down at Gwen in her arms, "Don't worry, everything will be alright, we just have some questions, we know that you aren't the one behind everything." Kara looks to the smarter or charismatic ones of the group, "Who has a better course?" She asks before picking a safe(r) direction and leads a route back to the casino.
Tarbin nodded wordlessly as the green skinned vishkanya beckoned him aside. The large man then obediently followed after the lighter built man and was soon frowning at what he had to say. ”If truth be told I’d rather not lay hands on anyone that didn’t deserve it…” Tarbin agreed. ”But if what you were told is true than this man is a rapist and deserves to be punished…” Tarbin declared as his frown intensified. ”Can we not just kill him? His crimes sound bad enough to deserve it!” Tarbin then questioned.
Tarbin then shook his head. ”No Kara did not tell us much about who had held her…” Tarbin replied honestly though even if she had the large man knew that he was no super sleuth or master investigator.
”I may be able to do something to help the women…” Tarbin commented with a thoughtful look. ”I will ask for guidance tonight…” he added with a thoughtful look. ”But failing that I will bring plenty of rope along, I could tie up anyone who’s mind is not right and I would only have to be a little rough…” Tarbin offered.
- - - Now - - -
Tarbin was vaguely aware that their target had been apprehended rather quickly and was already in the process of being dragged back however the large man’s focus remained upon the guard in his grasp. The area around them had erupted in to absolute chaos and rather surprisingly not a single guard had raised their hands to help their captain.
Tarbin then mentally scoffed at the guard Captain’s pathetic throw. Not only was it incredibly weak but it was off target too. This man clearly would have never survived in the arena fighting for his life.
And just like that things were wrapping up… Damien was already patting him on the back and Vyeggar seemed eager to get a piece of the guard captain. With a slight half nod to both men Tarbin then drew back the fist that he was not currently crushing the captain’s wind pipe with. Rather than let the man fully suffocate Tarbin then hammered the man in the face with a large fist crushing his nose and sending blood flying. Before the captain could fully register the pain to his face Tarbin then brought a knee up and slammed it right in to the man’s exposed groin before letting the man drop right at Vyeggar’s feet. ”He’s all yours…” Tarbin then declared having got some of his anger at the man out of his system. ”Don’t take too long…” Tarbin then declared as began to move towards the rest of their motley crew.
Last edited by Alatere; Apr 24th, 2023 at 03:38 AM.
As much as he would have liked to have taken credit for the chaos that erupted on the Bridge, the results of his small act of magic had completely snowballed out of control and were beyond even his wildest hopes. The Simple act of opening the door to expose the corrupt guard captain had lead to Gwen's own rebellion as she struck her boyfriend and fled, scattering coins on the bridge to aid in her escape, which of course in a city as downtrodden as Julianople resulted in the expected surging crowd. an event the others quickly capitalised on, a swiftly cast charm to grease the floor under the guards and a call to arms from the Silver tongued Damien was all it took to turn that small spark of rebellion into a flame of a riot.
Grim would have liked to have stood back and enjoyed the resulting chaos but as Kara swiftly captured the fleeing Gwen and Tarbin and Vyeggar easily incapacitated the naked angry guard captain, the small gnome found himself in the awkward position of being between a rock and a hard place, or in this case between the floundering remains of the guard and the surging crowd which was growing larger by the second and he lacked his companions height and weight to fighting against that surging tide of bodies and he didn't trust the people of Julianople not to pitch him over the edge of the bridge in their excitement like they were doing to the guards
Quickly casting his gaze around he spotted an avenue of escape behind the guard house, he just needed to get there quickly. Luckily Damien had provided him with just the means to do that and before he could reconsider what he was about to do Grim ran towards the currently greased up area of cobblestones which had appeared under the guards feet with Damien's Magic. Fortunately for Grim, that morning he had been feeling particularly inspired by his night with the Lovely Phoenix that his blood had sung with the magic of her name sake instead of the usual serpentine magic it usually did and that change had brought with it the gift of seeing magic so he was currently able to see the glow that marked the edge of the area of magical grease coating the ground and he was able to turn his run into a leaping slide just before his feet made contact, his momentum carrying him across the bridge and slipping under and past the guards and civilians struggling to remain standing
A slide which carried him to the other edge of the grease and turned into a tumbling barrell roll and a handstand to bring him back to his feet at the other side, it was by no means the graceful act of acrobatics Liana was capable of but for a Gnome of Grim's age and girth it was an impressive display of athleticism which surprised even himself, although he was sure he would regret it later.
Taking a moment to compose himself again, he took the opportunity to slip passed the growing crowd rushing to the bridge and joined Damien, Liana and Kara as they dragged Gwen to her feet, trussed up in the net and discussed where to bring her for questioning, the Casino seeming to be top of the list. Pausing for a brief moment to clean his clothing from his slide and tumble with his magic, Grim made his suggestion
"As familiar as the Mermaid would be for us, do we really want to bring a young woman in Gwendoline's state into Tilly's Demesne? She will surely take advantage of the girl. Why don't we find a nearby Tavern where we can get the girl some food and warmth and we can have our discussion in relevant comfort and privacy"
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
Liana nodded in satisfaction as Grim expressed thoughtfulness to the woman's condition and how she might be put at risk at the Mermaid.
She concentrated, intently, enchanting herself momentarily. The maps that she had glanced at in passing suddenly came to her mind in exquisite detail." A 21 is a decently good check, and so I am assuming Liana can serve as an adequate local guide.I know a place," she said. "Not too far. Pay them for quiet, and we should be able to do as we please."
As a little lady, and a crossbow wielder -- she prefers not to lead the way. But she urges those so emboldened to lead (whether Kara or Vyeggar or Tarbin), and she takes the second rank, acting as lookout.
And so, heart hammering, she started to direct the team in the direction revealed by her local knowledge.
As the team travels, she kept half her mind upon +5 to Grim's Perceptionenhancing Grim's perceptions. The gnome was alert and had proven a decent observer in the past. "Keep your eyes pealed, Grim," she urges: as his senses expand in acuity.
Enchant self for Knowledge: Local, then aid self to recall.
Dice Aid Another (self): Knowledge Local DC 10:
1d20+7
(18)+7
Total = 25
Dice Knowledge Local - find a tavern or bolt hole:
1d20+12
(9)+12
Total = 21
A 21 is a decently good check, and so I am assuming Liana can serve as an adequate local guide.
As they travel, she can use about 3 seconds (1 standard action) per 18 seconds, and keep Grim at +5 Perception for the duration of their movement to get someplace safe.
Active effects:
* on Vyeggar for 1 hour: +1 enhancement to his fists, making them +1d6 nonlethal.
Gwendoline started trying to fight back against Kara, completely ineffectually. There was only so much a spindly, weakened woman could do in the throes of a drug-high and a panic. But as Damien approached her, there was something about him that enraptured her. Maybe she had taken too much Red Sunshine, or maybe he had a glowing symbol on his head. It looked like a chuckling dwarf, or a vagina, or a roaring fire, or a pregnant woman, or a kiss, or so many warm, inviting symbols that told her this was a vishkanya that she could trust. More than the city guard, more than her boyfriend. Her resistance in Kara's arms completely died, and quietly she just nodded. Then Kara brought her closer up, close towards the face of the warrior woman who had so easily captured her, and to the vishkanya with an everchanging symbol on his forehead. Her cheeks went entirely red, her knees knocked together, and her golden irises completely swallowed her pupils altogether.
There were only small little pieces of business that could be done before you all moved. Seeing Kara following Grim and Liana as they led the gang away, Tarbin and Vyeggar made their beatdown on the captain short. Though it was still plenty satisfying. By the time the captain was being thrown into the river, there was a few cracked ribs, a completely disfigured nose, and more knees to the balls than there were hairs on his head. Damien, meanwhile, slipped into the guardhouse. There were people fighting over coins and purses. He assessed no way of getting any of those. But maybe, he thought, the guards have some potions for healing when it gets violent? He looked around and... yes, 6 Potions of Cure Light Wounds in a little crate, which he scooped under his arm as he rejoined the Bucket Brigade.
Liana couldn't immediately think of a place, but she did have a Blue Book, of all of the secret locations and information about every established that the guards either told people not to go or, more importantly, didn't know about. She flicked through, urgently. A little bolthole, an old smuggler's hold, that some kobold was converting into a bar. It wasn't open officially yet, which is why it doesn't appear on many maps, but apparently they were serving discounted food and drink until they opened properly. It would have to do, as she began to lead the way.
It was not a moment too soon. The riot had truly gotten out of control, and the troops were arriving just in time. You did not slip away unnoticed, but if anything that was actually helpful. The guards notice six people carrying a chittering nervy bug of a woman, and saw six good samaritans helping their friend out of danger. Not important - there was a bridge to turn into a bloodbath.
Gwen hopped this way and that in Kara's arms, still dazed and fascinated by her and Damien. "W-wasn't behind any of it," she finally said. Then her brow furrowed. No, no, she couldn't lie to the glowing vishkanya with the flower-snake-family-pair-of-boobies thing on his forehead, or his strong athletic bloodstained friends. "Well, no. B-but I wasn't involved with them. They j-just told me to... ****, don't kick in now, don't kick in now... not let you guys through. They never gave me names..."
She suddenly shivered all over, her legs stretching out in Kara's grasp and kicking just a little. "Ok ok ok ok, the running and the bouncing and the vibrations, it's kinda interfering with the high and making me nnnnnnng stop kicking in, stupid drug, I need to think..." Her eyes were not acting like usual eyes should by this point, as the high got worse and worse. How this woman was expected to guard anything when on this drug, much less a bridge, was anyone's guess. Although all of you knew that her guarding skills weren't why the captain kept her.
"I-I-I-I-I-I delivered the armour to them!" she shouted suddenly. Without warning she tried to sit up in Kara's arms and take Damien's cheeks. "M-Mr Porridge-Gun-on-the-Head! Very sexy man! I took the armour to everyone except Grim and Liana knew where that was, and them two could guess. J5 on the map, about thirty minutes away from your current location.the old abandoned dockhouse on Middleton Street Sh-sh-ssssssh... surely that information is worth keeping me alive! I'll... I'll blow you if it's not enough! ****, this drug does the wrong things to me..."
Gwen was squirming all over again, and her pupils were completely gone as she looked up to Kara. "Please understand, they had good sunshine, I couldn't resist... crap, crap, crap, if you keep running so unsteadily I'm either going to throw up or climax right in your arms," she groaned, despite how careful Kara had been while holding her. Tears were in her eyes again, even as her mind was slowing down once more. She began gesturing in Grim's direction with her naked foot, her toes wriggling awkwardly near him. "The talking dog's right... we don't need to kill me... I left my purse at the post, d-d'you think they'll serve us if I show my tits..." Then she began patting Grim's head. "... thank you mysterious dog... when I come down, I'll find you a treat..."
Last edited by Lentil Sponge; Apr 25th, 2023 at 01:02 AM.
There was a bit of a debate as to what to do with this guard woman Gwen. Liana gazed upon her; feeling a mix of emotions. For a woman exploited and abused, she surely felt sympathy. But the woman was a fool. She chose to make herself a sex object and a pawn because of her addiction. And she was on the wrong side: she’d taken acts that lead to violence against Liana and hers. Gwen as a law-enforcer was in a role that intimidates and extorts the many. No friend to Liana’s kind of people. It was easy to feel more contempt, and less pity.
And yet: she had platinum blond hair. She was tall, and would be good-looking if she took better care of herself and carried herself with more dignity and self-control. That reminded Liana, at least just vaguely, of someone else.
Liana’s mind drifted backwards … to back when she only dreamed of adventures before actually getting tied up in any of adventure’s real-world ugliness and brutality.
The Silk Sheet Society was a high end service that provided escorts, concubines and paid sex workers, but operated discretely and in the upper echelons of society. It has minimal presence in Julianople, but has inroads with aristocracy and various wealthy associations throughout multiple counties and regions. It trades in information as well as sensual entertainment. Each branch of the Silk Sheet Society operates independently, with tradecraft, tips and techniques passed among the members, and with a trade in clothing, jewelry, aphrodisiacs, and of course information flowing between the groups.
The Cirque de la Fumee is an allied organization, operating much more in the public eye, and regularly moving from place to place both as small troupes and massive commercial enterprises: setting up their tents and pop-up festivals, and entertaining with comedy, acrobatics, juggling and the mundane but talented trickery known as street magic. They engage all sorts of clowning about, with harlequins of painted faces, costumerie and pranks with steam, smoke and fire (hence the “de la fumee” in their name.) Naturally the Cirque has some other business, of which one simply does not speak, but a part of that is as a conduit of trusted travelers routing the Silk Sheet Society’s whispers to the right ears.
Liana’s mother Leonidora Xirkul was a local courtesan, and a human; and being half-human and half-halfling, Liana was an oddity among her community – and with her youth and looks she was unfortunately a magnet for unwanted customers and pedos. It was Cestine, a member of the prestigious Sik Sheet Society and of the Cirque both – who acted like an aunt or second mother to Liana. Cestine helped shield and protect Liana from the worst of clients, and think for herself and protect herself. Liana adored and admired Cestine, who was connected to a mysterious world of high society and international intrigue, and the mysterious Cirque (who was her Family both in a social and a literal sense.) That Cestine had adventures beyond the ordinary life of a courtesan was something that filled Liana’s imagination: and so Liana wanted to be like her adoptive Aunt, especially in the dimensions of performance that got them away from the ordinary life of prostitution. Liana cared for her mom’s community but didn’t want to be like them: the life suffered a ton of abuse and degradation, and when Leonidora fell out of good looks she lost much of the livelihood young Liana depended on. So, Liana followed in Cestine’s footsteps and ran off to join the Cirque.
Physically Cestine was Liana’s opposite in many respects: pale white where Liana was medium darker in skin. Cestine was tall (for a human) while Liana was tiny and delicate. Cestine had aquamarine eyes, delicate features, and very exceptionally long fine golden blond hair. (She had her hair treated and restored by magic, on some occasions, lest her ‘adventures’ with the Cirque leave this vital commercial asset degraded.) Cestine favored pastel silk garments. She wore feathers in her hair, and feather trim in her garments. In some of her performances with the Cirque she used trained birds and swans, and she was (among other things) a gifted animal handler. In the need for combat, she was a competent archer with hurled star blades. Her melee weapon of choice was the urumi, a bendable, flexible whip-like blade that could be concealed and worn as a belt. If Cestine had a style it was of refined grace: when she performed in Cirque it was with puffs of white smoke, flying birds, and acrobatic dancing. Likewise, when she performed as a courtesan for aristocrats, it was a show.
Now, the the whole episode with Big Dog that lead to Cestine’s death? That was an aberration. Why would Cestine have tolerated such a brute of a client? Maybe he flashed a lot of money, maybe he put on airs that lent him a modicum of style, or maybe Cestine took him on to protect others – thinking she could handle him? But also, could there be something more? Cestine was on the cross roads between two communities that dealt in secrets, the Silk Sheet Society and the Cirque de la Fumee. Both dealt in work done discreetly for high end clients, both traded in mysteries that would not be known to a low-end Talent Scout like Liana.
But violence upends one’s expectations. The murder of Cestine and the violent assaults on others in Liana’s family was shockingly abrupt and upended her community forever.
It was then that Liana returned from her training in the Cirque, equipped with new skills, and now motivated for vengeance,
And here she was, gazing at this far less glamorous blond, who nonetheless remended her of her Aunt Cestine – her teacher and inspiration – and dead these months now.
Abruptly she spoke up. "We should leave her in the old smuggler's hold, that a kobold is converting into a bar. Pay for a room for her to rest up and recover. Give her a chance to rethink her life, maybe she doesn’t return to drugs, or the guards. Maybe she does: give her a chance. Taking her to Tilly OR Sandraminae might deny her that chance; they have a way of putting the thumbscrews on a person, don’t they, and there is no need to entrap Gwen in that kind of life. So let’s not. But then: if she’s lied to us about the Armor and the Dock, we should hunt her down and kill her. "
That was Liana, warm compassion and bloody minded death dealing, in the same breath.
Active effects:
* on Vyeggar for 1 hour: +1 enhancement to his fists, making them +1d6 nonlethal.
Tarbin nodded at the suggestion to bring Gwen to a tavern for a private talk though based on the state that she was in and how she was being treated the large man doubted if even Tilly would treat the woman worse than she had already been treated.
With a destination chosen Tarbin followed along with the group keeping an eye out for trouble, particularly any sign of guards or the army. Tarbin however couldn’t help but raise an eyebrow at Gwendolyn’s outbursts as she was carried along by Kara.
”The abandoned dock house could be just that… an abandoned building that was just used for a drop…” Tarbin commented with a thoughtful look. ”We need to know more… she might not know names but what about what they looked like… what they sounded like… I’m sure there must be more she knows…” Tarbin commented hoping someone else would take a lead on the questioning. ”To be honest I’d take her best guess who they worked for aswell…” Tarbin added.
Damien recoiled a bit as Gwen grabbed hold of his face, doing his best to maintain composure as the girl unloaded her confession in between her colorful, drug-fueled ramblings. She was about as close to being an open book as possible right now... but she was also incredibly fragile, and he didn't want to risk closing her off with open shows of disgust. The vishkanya didn't know what had happened in this woman's life to put her on such a path, participating in a broken system while allowing herself to be used for a quick fix... but he didn't sympathize. He didn't feel his anger over the the theft of the chest and their treatment at the bridge subsiding in the presence of this sad display. Maybe she did what she had to... but everyone makes choices. And they have to live with the consequences of those choices.
"Gwendoline..." Softly as he could, Damien reached over and brushed the woman's hand away from the top of Grim's head, his voice steady as he tried to sound comforting, but firm. "Your cloak stays on, and the only thing your mouth needs to do right now is keep talking... so stay focused. You said "they" told you not to let us through, and that you delivered them the armor... who were they? I want descriptions of everyone. Race. Height. Hair. Distinguishing marks. And tell us about the drop-off. How did the exchange go? Did they say anything?"
Damien ran a slender finger delicately down the woman's cheek, tilting up her chin toward him.
"Make me feel like I was there. Whatever you know... make ME know."
Hopefully, the girl could clear her head enough to give them some decent information by the time they got to Liana's little hidden gem in the city. Damien understood not wanting to bring Gwen to the casino and leaving her at the mercy of Tilly, Sandraminae, or the others, but he also wasn't sure how much he trusted this woman to act in her own best interest and lay low unsupervised. Once they had her there, they'd need to move fast in their investigation before they lost their advantage.
Let me know if I need to continue rolling checks to ask her for more info.
While the others treated the treacherous druggie guard with kid gloves, Vyeggar had run entirely out of patience – or so it seemed.
”Why are we wasting our time trying to do this ourselves?” he barked out to the room. ”As soon as we bring her to the casino, it won’t take Tilly but half a moment to run in and start working this b*tch over. And why do we care about her well-being? She sure as sh*t didn’t care about ours. Selling out five perfect strangers for a d*ckline of sunshine – and you think she’s worth saving? I’ve met leprous goblins who deserved more pity than this scuzzy tw*t.” He looked around the room, his golden eyes finally fixed on the nude guard. His nostrils were flaring menacingly.
”You tell us everything we want to know about who sent you and why – and you have thirty seconds, or I will personally drag you by the hair naked through the streets back to Tilly, and she will bury your junkie ass so deep in the ground, scientists are going to have to invent a whole new geological layer”
And with that, the half-orc began to count to thirty without ever breaking eye contact from the terrified woman.
Standard Action: taking 10 to intimidate for a total of 28 (including a +10 bonus from Liana). If, after 30 seconds she hasn't spoken, Vyeggar will advance on her and grab her by the hair in preparation to drag her. If she does comply, Vyeggar/ I do not trust her to stay, so getting the Maztablaztas to watch her wherever we're taking her would be his next action
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)
Gwendoline's pupils dance, swelling and shrinking, and darting from person to person. Oh, what a terrible place to be - drugged up, and surrounded by people who, yes, had just saved her bacon, but also six people she had sold out just a few days ago. Six people looking to her for answers.
"Thirty seconds thirty seconds thirty seconds," she began repeating in terror. Her body began swinging a little in Kara's arms as she fought to hold on to the last of her focus. "Th-there were ten. Ten of them. Seven suits of armour for seven of them... they just st-started the fight and took the box when the other guards..."
A stumble. A dip of her head. She struggled to hold it up. "The leader... I knew him already... G-Gaius Creed... human, skinhead, in 'n outta the holding cell for smuggling whatever over the bridge... surprised me with the plan... maybe a new gang... he didn't seem smart enough..." Her fingers tugged a little at her cloak, trying to pull it all over her. "St-stole a cart... took the armour to them... two kids helped. Boy, girl, lookouts... got to the place, secret knock, they made me wait, but I saw..."
Her eyes drifted closed. Then they screwed themselves shut harder as she strained. "D-don't remember all... Gaius giving orders... a woman gave me the instructions... mostly humans... the sunshine first, the money when you were... who else was there?" Then her eyes opened. The pupils had almost entirely gone by now. "... the old orc in the wheelchair... Gaius gave the orders, but everyone... listened..." She was fading by now, even as she fought to remain awake. "... they listened to... he had a funny name..." Her eyes fell shut again. Kara could feel her pulse still, but it was clear that the Red Sunshine was fully overpowering her by now. She wouldn't be much use.
Although she was quickly losing consciousness, the naked guard was babbling like a brook. Vyeggar wasn’t sure if his threat of bringing the Maztablastas had done the trick, or if she was still feeling the effects of whatever persuasive black magic sh*t Damien had pulled on her, but no – she was probably just too dumb and stoned to know what she was saying. Probably thinks this is all some kind of really vivid trip, I imagine. He’d not partook of Red Sunshine before but was aware of its strong narcotic effect and knew that Gwen was fading like a setting sun.
Gwen's speech was broken, each sentence interrupted with a further bobbing of her head, a drooping of her eyelids. She was going out like a light, but Vyeggar wasn’t done. He hurried across the room and, grasping her left hand he began to pinch the webbing between her thumb and forefinger hard until her eyes wavered back open into something not quite resembling focus. ”The knock, you dumb b*tch, stay awake and tell me about the secret knock.” He contemplated slapping her for good measure, but she seemed to have revived enough for one last wisp of information. She didn’t speak, but her gaunt arm extended a bit and she twisted her fingers into a fist. Her eyes were already closing again, but her fist rapped gently on his arm. Knock… knockknock… knockknockknockknock. That was it; if there was more to it, he would never know. She was gone.
”Well,” he said, letting her fall unceremoniously to the floor, ”looks like that’s that. I’d say we’re done here, huh? We’ve got some asses to kick down by the docks.” He had already put the somnolent woman out of his mind. She was just a rung on the ladder – a bottom rung. But she’d given them a name, a place, and a way in. Would this Gaius be the next rung? And the last words she’d muttered, just before she’d gone out, before he’d pinched her back awake for one last gasp of intel. ”The old orc in the wheelchair… Gaius gave the orders, but everyone… listened…” and ”…they listened to…” and then finally, ”he had a funny name.” It wasn’t much to go on, but then, how many old orcs in wheelchairs could there be in this city? Vyeggar racked his brains, trying to recall anything he might have heard about a
old orc in a wheelchair – possibly with a funny name. He half imagined these were just the delusional ravings of an habitual narcotics abuser… but then he thought about that last line. ”He had a funny name.” Such a trifling, throwaway line, but one which lent credence to her words. If she was just making this all up, she would have fabricated a name for the old orc as well, right? Why would she make up not remembering a detail? As a survival instinct, Vyeggar had learned generally not to trust people, but he didn’t think she was lying. Too frightened and high to do anything else but tell the truth.
His leather boot was inches from where he had let her fall to the floor. He could have kicked her, but there was no need. She was just another broken thing in a city of broken things – a casualty of the rampant sludge of illegal weapons, booze, drugs, sex and gambling that so many in the city had made a part of their daily lives. Endemic, he thought quietly. A disease so pervasive in society that nothing short of the destruction of every man, woman, and child would put an end to it. And who knows – maybe that really is the best solution. I mean, look at us. Look at this city, this open sewer of a society, and then tell me that this is what the gods wanted when they created the world.
”Dumb broad,” he said quietly to himself. He had been ready to leave her to her fate, to turn his back while she dozed away on the floor. She might very well have vomited in her sleep and aspirated it into her lungs – and that would have been it. Another loose thread taken care of, just another dead junkie, just another victim. He sighed. No. No, it wouldn’t do.
”Being as how I am – against my better judgment – trying to be at least a facsimile of a better person, I’m going to do the right thing and carry her somewhere where she will be safe. More to the point, where she can be monitored. This place – I don’t know the people here, seems like they’re just trying to run a business. Like as not she’d slip their minds. We’ve been off the streets a bit, army should be gone so it should be safe enough for travel. Here’s my thinking, and feel free to interject, as I know you are all so wont to do. Ariadne owes us a favor: whether she chooses to admit it or not, that’s just the way it is. She’s got an apartment that’s safe and quiet. My preferred option, we get Ariadne to watch her until she comes to, although it will take a bit of time for one of us to go get her. Or, one of you volunteers to stay behind and make sure she doesn’t choke to death on her own vomit – but then you wouldn’t be available when we hit the docks. Either way, we need to do something because I don’t feel too good about just leaving her here. Or – wait a tick, inspiration - !”
He left the room abruptly and returned a few minutes later carrying a large, empty wooden barrel that appeared to be used for storing whiskey . ”Barrel babysitter!” he said triumphantly. He lay the barrel on the floor, then wedged a few random objects under it on either side to keep it from rolling. Content with its stability, he turned back to the sleeping Gwendoline. ”Alright, up you go,” he said quietly. He gently, even tenderly, picked the unconscious woman up and draped her onto her stomach over the barrel. She was stick thin and light as a hollow-boned bird. It was a wonder she didn’t blow away on a gust of wind. He could hear her snoring away. He did not envy her crash.
”Problem solved. Even if she does get sick in her sleep, it’ll just – plop – right on the floor. She’ll wake up uncomfortable but alive, and who knows, maybe she’ll even learn a life lesson or two – I don’t know, not my problem.” He dusted his hands together symbolically, then looked to the rest of the group. ”Alright, well my conscience is as clean as a five gold wh*re’s bush, so yeah, let’s get the hell out of here.”
Standard Action:Rolls. Kn: Local (23) re: Gaius Creed and (9) re: old orc in a wheelchair
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)
Liana was content to watch as Damien and Vyeggar played the good cop bad cop roles. The psychological game of contrasts could wear down even the very wary, but Gwen was far from on her best game. She seemed an open book. A short book, of few pages. A pamphlet.
When it came to the disclosure of Gaius and the wheelchair bound orc, she put her full concentration on Vyeggar, enhancing his memory with her divine and psionic gifts. If there was any clue to recall and expand upon, then by the Hundred and Eleven, he would do it. She would make him remember. Giddy with the surging of magical energy, she strove to make Vyeggar into his best self. (An ugly job, but needful. She'd rather worth with prettier or more tractable ingredients. Anyone else in the expedition, really, but ... well a circus performer juggled what balls were tossed to her! The show must go on.)
Liana was tempted to intervene when the orc suggested taking Gwen back to Tilly. That would be -- unwarranted cruelty. Or taking her to Ariadne? Worse! Gwen was both an unsafe person, and might now be in some danger. Why risk Ariadne -- one of our own people -- in an unwanted complication?
Still, at last, there was no need, as Vyeggar acquiesced to sensibility and left the woman put.
+5 Enhance focus to Knowledge Local
Dice Aid Another (knowledge local) DC 10:
1d20+7
(7)+7
Total = 14
Take +10 to knowledge: Local.
Active effects:
* on Vyeggar for 1 hour: +1 enhancement to his fists, making them +1d6 nonlethal.
Listening to the junkie rattle off details, Damien ran through his mind trying to think if he'd ever heard of a punk named Gaius Creed... or a wheelchair-bound old orc working in the criminal underworld for that matter. Gaius was probably nobody important... a petty criminal from the sounds of it, possibly looking to make a name for himself like so many other wannabes in this town. A big talker shouting orders while the real brains lurked just behind. Damien couldn't help but think of Big Fox....
But the orc... that was interesting. Julianople wasn't exactly known for its accessibility; not too many wheelchairs. One would assume someone who had one was either pretty well-off, or else in the care of someone who was. Possibly a healer's guild, or someone associated with one of the churches in town. The trouble was, that didn't exactly fit the profile of somebody participating in low-level thuggery. So, what was REALLY going on? That Gwen had passed out short of managing any kind of name for this mysterious orc was vexing to say the least... but not as vexing as the notion that she was now their responsibility. Damien recognized how one might have the empathy to want to keep the miserable woman safe, though he was admittedly surprised that empathy was coming from Vyeggar of all people. Still, the half-orc ultimately erred on the side of pragmatism and arranged the naked guard as best he could to keep her from dying in her sleep.
"Just to be safe..." Damien wandered over, reaching down as he began to channel a bit of magic into his palm. PrestidigitationAs he waved a hand over the cloak covering Gwen, the clean fabric became soiled and dirty. To the average onlooker who might happen on her, Gwen looked for all the world like a passed out, homeless vagrant. "The filthier and more easily overlooked she is, the better for her... and us." Damien didn't see the need to elaborate, though he knew some of the others might be more readily understanding than the rest why a dirty unconscious woman who appeared to have soiled herself was safer than one who appeared to be clean.
"Alright... so the plan." Damien straightened up, turning to the others. "We can move while we talk, but it would be idiotic to rush in with no strategy. She said ten.... seven who wore the armor, the two lookouts, and an old orc. Doable, but only if we take them by surprise, and gods willing those are the only problems hanging around. If we split the group a bit and move separately, we'll draw less attention... but we need someone to use the secret knock to get that door open, preferably someone they wouldn't immediately recognize."
The vishkanya's eyes combed his comrades, noting their rather eclectic appearances. That was going to be a bit of a tall order.
"I don't suppose any of you happens to be a master of disguise?"
Unless someone else has reason to stick around the building, I'll assume we're planning as we walk.
Tarbin continued to listen as the rather drugged guard continued to reveal more important pieces of information. The large man was content to be a silent observer as little intervention seemed to be required as the young woman's lips were already loose enough. Once the woman was done and slipped in to unconsciousness Tarbin spared a glance for his companions to see what their next course of action would be and was rather surprised to see that Vyeggar was the one to take the lead and he did so with an act of compassion though in his signature crude and rather abrasive way.
"Vyeggar is right... we can be better... and we should be better..." Tarbin commented as he reached out and briefly placed a hand upon the scarred half-orcs shoulder. "Though I think we can do even better than this..." Tarbin added with a raised eyebrow as he eyed the unconscious form of the naked guard propped over a barrel with her rump in the air. No matter how dirty or unclean she appeared Tarbin feared there were still many in this city who would take advantage of such a sight in the worst kind of ways. "Give me five minutes..." Tarbin then declared before turning and heading for the bar.
"Do you have rooms? I need one for just the night..." Tarbin asked the bartender and after a brief discussion and handing over a few coins Tarbin returned with a key and tankard of the closest drink to water that this placed served. Without another word of explanation Tarbin then hefted the unconscious woman up and over his shoulder and had towards a door at the back of the room.
Once in the room that contained little more than a simple bed and plain wooden night stand Tarbin deposited the woman carefully on to the bed and positioned her in such a way that if she were sick she would through up on to the floor and not choke on it. Tarbin then placed the tankard on to the night stand before crouching down and digging in to his back. Pulling out a old spare shirt Tarbin folded it and placed it on the night stand next to the tankard. Tarbin then pulled out a piece of parchment and scrawled a hasty note.
Quote:
You are in our debt. Tell no one about us. Sort yourself out and stay away from that filth. We will be back to collect what we are owed one day.
The Brigade.
Tarbin then placed the note on top of the shirt and weighed it down with a small stack of silver coins.
With a final glance to make sure that she was still breathing Tarbin then headed out of the room. The large man then locked the door behind him and slipped the key under the door.
Finally Tarbin hurried back over and rejoined the group.
"Think the look outs were kids she hired..." Tarbin commented as Damien layed out the situation and began working on a plan. "I can do a pretty convincing farmer..." Tarbin added with a slight shrug of his shoulders. "But if you need a volounteer, I reckon I don't stand out too much not without the hat atleast..." Tarbin commented as he reached up and adjusted the straw hat that he wore at most times. "Though can't say I know the secret knock..." Tarbin added with a frown.