Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
If possible i would stabilize the leader. And ask questions like who they are why they are here are there more. things like that. After that information is obtained Val has no qualms with what is done to them.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Its possible, the mooks were the ones thrown into the wood chipper but he was fairly unmutilated I believe. Val would need to channel or something else to bring him back up, which we assume he is disarmed (lol) and tied up first
Yvell smirks as Ibuki comments on his reveal, " Please do not encourage her behavior as far as that title.. If so she might soon become possessive and that will be an even more difficult habit to break her of. However I admit she is quite insightful and is an inseparable asset to our group as of now. As for the corpses.. I plan to burn them so nothing remains, they do not deserve a proper burial nor the possibility of returning to this plane. " his eyes wandering over the destruction and their current situation.
He looked to Valtyra and flinched somewhat, the adrenaline wearing down. " Valtrya, I see that quite a few of us , including you have gotten wounded somewhat. Could you bathe us in your burst of light? Moreso for the crusaders than ourselves.. and then we can question the HachtHand freak afterward. "
You have figured out that the pink liquid-gel is some kind of healing liquid-gel. Rubbing onto the skin or imbibing restores 1 hp, while rubbing into a wound within a minute restores 1d8 hp. It also makes you immune to bleed damage and gives you a +2 morale bonus on saving throws.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell will wait for the responses from Phylla, The captain and the situation then. As well as the other party members
Yvell inspects the inside of the Watchtower with a sideways glance as he speaks to the captives and his party. Ibuki had seemed to really have something that garnered his attention as well, the Paladin noticed.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
Valtyra sighs, looking at Yvell. "You really should work on the way you ask a lady for things. But i will forgive you this time." She chants a short prayer and a warm wave washes over the group.
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Auehda looks to their plant ally as they enter the building. "Phylla say these ones thinking about eating humans?" They crouch next to the beaten prisoners. "Is someone else in keep, Auehda wonders?"
Aeron, unharmed and healthy moves among the survivers silently. She does not let her gaze linger too long on an one of them as she does not want any real conversation, but seems to be studying them. How they interacted. How they spoke to one another. Aeron seems to show no interest in any of the collected items except a pair of daggers and a heavy crossbow that were found.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell seemed visibly confused.. His emotional palette visibly changed through transition. From Stoic to confused to realization to slightly uncomfortable to embarrassment and then back to his neutral face though with the residual blush from before. " Ah.. I-I see I am so used to the neutrality of war that I sometimes forget. Er.. accept my apolo-gy. My Dear Priestess of The Sun Valtyra " Obviously trying to make up for his mistake though unsure.
After such a display he looks to the new members relatively impressed with their capability so far. Muga's Flaming blade was a welcome surprise though he seemed brutal as Yvell with no god claiming his fury.. Physical might. Aeron seemed as though..she was quite agile in comparison simply striking at vital areas to make up for physical limitations, and the fighting style was quite familiar.
" Muga... Nice job you as well Aeron.. though we should make good use of the enemie's resources we arent sure there might not be one or two more lurking about.. be wary. "
Auehda, Valtyra, could you please take a look at this ones hatchet hand here? Does anyone know how it was made? It looks kinda interesting.
Yvell, you´re right, they don´t deserve a good grave. Best if their remains would be sacrified for magic experiments. I need some bones anyway, like this they could serve us and therefore a good purpose in the world. Perhaps it could even redeem their souls a bit?
And you crusaders? You had a fort here and were taken by this small gang? Did you just come here or have you been here longer time?
Anyway, let´s give those other corpses a place to rest, remove the meat and clean up a bit. Best we stay here over night, it´s somewhat fortified and gives shelter from the elements.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell quirks a brow at Ibuki's talk of using their bones for experimental purposes. " What did you have in mind when you meant..'magical experiments ' ? Know I am quite aware that Necromancy is a school of magic as well as Divination that uses such items and both have spells that are helpful without bringing undue harm to the world. However, necromancy can also have terrible magic.. some of which include those undead we fought in the cave below.. terrible evil. " Yvell's face is that of stone.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Because I have every knowledge... and Religion is one of them. I cant identify spells being cast for s!@# but I can tell general stuff about each school. Also Paladin
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Pff, he's got bardic knowledge.
Auehda leaves the keep and examines the hatchet hand. "What Ibuki want like how much it worth? Auehda does not think it is worth anything actually. Hatchet-hand is gross."
It´s very gross. Still i´d like to know how it was done, medically. Maybe there was magic involved? Maybe there will be more of this where we go to?heal check anyone?
It´s not magic that brings evil over the world Yvell, but people. There are many ways bones can be used in magical rituals, not only those of Necromancy. What i had in mind was a mix between magic and the mysterious technology scattered in these lands though. Do you remember those four armed creatures in Torch? I want to research the energies that seemed to have kept them alive for so long. You don´t have to be afraid. Even if it would be purely necromantic, it would be a chance at redemption for those poor damned ones, when we use them to ward off further evil. But those are only philosophical discussions, let´s focus on the more practical things now. What about those crusaders?
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Heal:1d20 + 5 ⇒ (12) + 5 = 17
While I'm at it . . . Appraise on the hide and leather armors:1d20 + 3 ⇒ (9) + 3 = 12 They're not made from human skins, are they? Also assuming they're not magic but might as well check for that too.
As Aeron moves around the newly acquired equipment, she decides she will keep the two daggers and the heavy crossbow, belting the blades and slinging the crossbow over her back. She looks for a place to put the (10) bolts though. After a moment of looking around for a holder, she simply wraps the heads in a spare cloth and stashes the stack into her bag, the quivers protruding awkwardly from the top. She had never been used to asking permission in such situations since she scavenged most of her life. The opportunity to better protect her new found "friends" was not lost on her and thus, in her mind, there was no need to ask.
When all was done though, she moved over to Muga's side quiet and still. She listened intently to the chatter.
Those two seem to always seem to have words for one another.
Aeron whispers down to her hip though the others (except maybe the psychic plant creature) heard no one speaking directly to her.
Obviously, the Ibuki elf creature is enamored with the Yvell elf creature. I think it is some sort of mating ritual, though I have a feeling the plant may be currently courting the Yvell elf creature.
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)
Muga, being right next to her heard. A smile overtook his lips. Not a nice smile.
"Ooh, I'm pretty sure Valtyra's in the game for Yvell as well. Valtyra's the one who has Yvell's attention and thoughts about the mating ritual, but the plant has managed a high level of familiarity without Yvell getting his guard up. Ibuki's the farthest from victory, but love is quite unpredictable, and a fierce rival may become a spirited lover surprisingly quickly, if the stars align."
It was all Muga could manage to keep a straight face, and so he couldn't keep his voice quite as low as Aeron's.
Perception:1d20 + 11 ⇒ (15) + 11 = 26
Ibuki raises his eyebrows in amazement as he overhears Aeron and muga´s conversation, casting them an amused look.
Ha that android girl...or boy...wonder what´s going on between those two. As if such mere physical pleasures could attract me.
He walks over.
Yeah you are right, Yvell is surely the best mating opportunity here. Mating with him would probably secure the most delicious red food too! But since we are all only servants, of course mating him is Phylla´s right! Don´t you agee?. He smiles at Aeron and Muga.
After the crusaders are in better shape, Andalos says, "Please stay the night. I know we don't have much here, especially with the attack and the loss of so much, but the walls are good against the wild beasts of outside. Also, please be careful if you should enter the chapel. The Paladin Aldronard himself haunts the place. Many have tried to free his spirit, but none have succeeded. Luckily, he remains in that section of the fort."
"When we have recovered further and are ready, we will make the journey to Torch, and then to another crusader fort, likely Castle Urion."
Muga finds 15 black powder doses amongst the Smilers. (It wasn't mentioned in the book, but they should have some.)
Auehda:
The hatchets are masterwork quality, nothing particularly special. The one attached to Hatchet-Hand's arm was attached with rope and some kind of adhesive, but it pops off with some force.
The many scars on the Smilers' bodies, including Hatchet-Hands, did not seem to heal properly, instead leaving pink skin and very visible.
The hide and leather are not made from human skin, you think. They do not have magical properties, though they are well made.
With Hatchet Hand revived and bound up, he struggles against the ropes and starts screaming, "Give me my soothe, you bastards. Rub it into my wounds now! Or else I'll cut you, eat your flesh and grind your bones into soup!"
Ibuki ties to mentally catch Phyllas attention, imagining the good it would bring her if she were mating Yvell.
Somehow i don´t ant to picture that too vividly, i´m also unsure how that would work out. Phylla will know.
Oh! I remember reading about that special potion somewhere that could change gender. Would it work on androids? Should i give one to Yvell? hehehehe.
You can see Ibuki toughtfully rubbing his hands.
Only the notion of a ghost snaps him to attention.
A ghost? Where?
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
After investigating the armors, Auehda shows Hatchet-Hand's arm to their half-elf friend. "Just tape and glue, Ibuki. Auehda think it is weird how their scars heal though - all pink."
--
"Auehda and adventurers come from Torch," the half-orc says. "Andalos you can go to Foundry Tavern and talk to owner. Khonnir Baine help you get provisions."
As Hatchet-Hand squirms awake, they kneel down five feet away from and in front of him. "What is Hatchet-Hand's name? Can Auehda know what Soothe is?"
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell wonders why Ibuki suddenly goes over and speaks to the two listening in.
Perception:1d20 + 9 ⇒ (2) + 9 = 11
He seems to becomes distracted by the Captain that begins speaking to him just at that moment" That is concerning to say the least. His spirit stays around even though he took his own life and haunts those try to enter. That makes no sense for a Crusader. Is there something keeping him here? As a Paladin myself there is no way I can leave without trying to have him pass on nor can we allow you to fend for yourselves in your current condition. We shall stay but I think we should deal with this spirit soon. "
Yvell then thinks on why his spirit would still be around if it had been exorcised or dealt with many a time.
Know Religion:1d20 + 5 ⇒ (19) + 5 = 24
On the prisoner Yvell patted Phylla moving her away from the man and sighing as she whipped at him. " Phylla, his Red food is bad remember so the rest will continue to be bad. As for you, You shall get your Soothe when we deem it fit. You are in no position to make demands! However if you give us something to use that might change. Who are you? Where do you come from? What is your group and why are you HERE?! Then we might listen to your request..if you ask nicely.. maybe. "
Diplomacy:1d20 + 8 ⇒ (19) + 8 = 27
As usual he would ask that the others try.. though It might not matter, this man would be punished regardless.
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)
"Except that this whole interrogation is pooooiiiinnntlesssssss.." Muga gave the Jazz hands as he dragged on the last word.
"Seriously, my money's on his answer being 'I'm here to eat people'. There's a chance he was sent by the Rust or Technic Guys, who promised him plenty of people to eat. But it doesn't matter if he does, because we're already on guard over those two groups. The only reason it could possibly matter would be if the Rust Guys or Technic Guys were so incompetent as to not use a middleman or disguise to contact these guys, in which case, we were going to find and foil them easily anyway. We should kill them all, set the ghost to peace, rest, and be on our way." His demeanor became much more grim as he continued.
If the group is considering sparing this abomination from gruesome death... We'll probably be sending rapists on their way with a bouquet of flowers.
"I'll tell ya whatever you want. Just give me my Soothe. It's the pink stuff. Just rub it into my wounds. RUB THE GODS DAMNED STUFF INTO MY WOUNDS! Hyaheheheheh." He starts to slobber and digs his flesh into the ropes, leaving deep impressions. His eyes grow large and he waggles his stump of an arm. Hatchet-Hand also utters curses in between his laughing fits.
Yvell:
The crusader said that people tried to exorcise his spirit, but they failed. This is due to the growing need for warriors in the Worldwound and Mendev, and not Numeria, exorcising him has not been a priority. Such strong emotions keep it from leaving.
What do you do about Hatchet-Hand? Do you stay the night and deal with the ghost? Obviously, you should avoid the latter if you are unable to deal with ghosts/incorporeal creatures. But if you need to roleplay it as part of your duty, then so be it.
Hatchet-Hand spits at Muga. "Hey, you ugly slug. SHUT YOUR MOUTH. Or else I'll find your loved ones, yeah, I will. And I'll skin them in front of you and wear them like a cloak. Heheheh."
Phylla moves over to another Smiler corpse and has a taste. She sends in your mind the feeling of disgust. "Too sweet!"
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell is growing progressively agitated and disgusted by the Smiler but keeps his facial expression. " Phylla go try another one.." He says as his head then turns back to Hachet-Hand " Well then let me get that for you, " Yvell grabbing one of the 'Soothe's and moving it close " Start talking or I might think to take it for our wounds instead. Answer my previous questions.. NOW! As it seems my ally here might be wrong about you, this is the time to prove it! " Yvell was bartering with an insane man.. but it did not mean he was the least bit concerned about his well being, they needed information after that he would kill this man like the rest.
"You do that, and you'll regret it, elf. I can smell your soft, weak flesh from here. Your kind ain't strong enough to handle the Soothe. Just untie me, give me my handaxes, and I'll cut you up real nice. Stupid elf vermin. Hyahaha." He licks his exposed teeth and smiles wide for Yvell (not that he can make any other expression).
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
" You'd be surprised what my kind can take, I am not simply an Elf to begin with only halve so.. the other side is quite hardy and my god fortifies whatever weakness I might show. Times running out.. Give me some information. " Yvell looks as though he is going to throw the Soothe on the ground.
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)
"Hmmm.. Hey, new theory. Maybe Technics or someone else similarly nefariously inclined distributes this Soothe substance, which turns you into one of these guys by... I don't know, nanomachines, son? That's a techno word, right? Regardless, can I just stab him already? We weren't going to let him live, and this is going nowhere." Muga has his hand on his chin, with his left hand holding his nodachi as he theorizes. Muga talks with his hands as he paces back and forth behind Hatchet. And then he raises his weapon as he finish.
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell looked to Muga with a sign of annoyance but internally understood his desire more than enough. " No.. You arent stabbing him through as long as he cooperates, I keep my word, that is all I am. I, however, am no less brutal when crossed " Yvell motions with his hand on his Curve Blade while the other places the Sooth near the captive.
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
Valtyra walks up behind hatchet her mace swinging at her hip. When the mace it lined up with the hatchets head she turns quick, to glare at Muga, striking hatchet in the head. "You put that thing away. Thats not how we deal with wounded prisioners."
Spinning back to hatchet she says;"I'm Sorry, are you ok? Did that hurt? Why dont you tell us what we want to know. Then I will make the pain go away. Ok?" She add the last word with an open smile. Helping him sit back up after hitting him.
Hatchet-Hand swallows, and tries to grab at the Soothe with his stump. He fails. "Ah you said you were a half-elf, hmm? I've known me an elf, so quick to beg for their lives. They say they'll do anything. Heheheh. So I make them do this and that. And then I cut them up with my hatchet and eat them. It's what they get. It's what they DESERVE. Heh. I almost got these crusaders to renounce their goddess. You say you're a half-elf. Well, I could be your daddy. Oh wait. Never mind. I forgot that I ate them all. Now be a good little boy and give me my Soothe. Heheheh."
He glares at Valtyra. "I haven't eaten your kind. Are you some kind of fancy elf? Bet you taste as soft and sweet."
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
At that moment something in Yvell snaps at the mention of how he could be his father. The Blade comes down before he even realized what happens, it is simply a slow and wicked cut.. meant to maximize pain and suffering. The Blade had gone along the side of the neck but cut downward avoiding the heart and into the intestines before cleaving horizontally and pulling out. Yvell's irises are Blood red and he has a merciless stare " You'll never know what that feels like again.. Filth.. " This was in addition to what Muga did.. Yvell walked away from the remains. " Do what you will Ibuki we are making a pyre.. alive or no.. they will be ash! "
Female Aasimar Life Oracle/8, Channels 5 [9], HP 60 [60], AC [22], CMB [+9]; CMD [21], Fort +5, Ref +4, Will +6, Init +1, Perception +1, Wielding Heavy Mace
"Hmph, well I guess it doesnt hurt anymore." Valtyra says wiping some of his blood off. She then looks at Yvell; "Yvell dear please clean this up. And next time warn me before you do something so messy." She walks toward Yvell running her hand over his shoulder as she passes.
She walks over to the Crusaders, "You said something about a ghost? Like a Haunt or a regular ghost? Does it only come out at night?"
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
ASF 35%:1d100 ⇒ 66
Yvell seems to snap out of his rage induced act and seems.. somewhat surprised by the spray of blood. Looking to Valtyra for a moment before shaking his head. " Ugh.. Yes right..The pyre will still be a thing to do but I suppose spilling their foul blood in this area is a misdeed to your Goddess. let me at least do that.. " As Yvell places a hand up the blood disappearing from the ground and Valtyra's form though the carnage still remained.
Yvell's eyes returned to normal as well and he seems to take a moment to gather himself before Valtyra began on about the Spirit. He had recalled the tale and then his knowledge of such beings. " If He had been here all this time, something is keeping him here and if the stories are true it must be something strong enough to make him break his vow to Sarenrae. Perhaps he still regrets the death of his wife or the failure to provide a soul towards the cause of the crusade? As such a simple destruction.. may not work. And may be the reason the exorcisms have failed.. along with the fact such a thing is not a high Priority compared to the Worldwound "
No! No! No! You´re in Numeria now and should adapt to local traditions. This one deserves a blood eagle first and then his bones shall wander into my possesion! Your god will be more than pleased, it´s much better than a pyre. I must insist.
I think this soothe stuff heals you somehow, but he´s utterly too keen on it. Perhaps there are some side effects...we should investigate that before using it.
And that ghost, how would you exorcise it? Can you even do that? You´re by no means a really holy man, pious yes, definately, but holy enough to exorcise a ghost? I have some ideas though. I think i know a way how to do this. You´ll have to leave the lead to me though and do what i say. Also don´t threaten it! Only if my magic fails we will have to fight it! Can you do that?
Male Half Elf Paladin (Holy Tactician) 3/Skald 5 (Level 8)| HP 74(82)[98]/74(82)[98] | AC 21(20) T 11(10) FF 21(20) | Fort +15(+16) Ref +8 Will +13(+15)| CMD 19 | Init +0 | Perception +13
Yvell increasingly gets pissed at what Ibuki is insinuating and makes it very clear he knows what he speaks of. " Lsten here Ibuki, at no point did I say that I was doing this in the culture of these lands nor that I cared of such. My god is known to have wings of fire and burned down a fortress in hell. So while the domain may not be one of his main foci it is still used, not to mention it is the way of Sarenrae more than anything. I thought you knew that. " The Half-Elf folds his arms into each other and continues.
" As far as my Holiness, that is not up for debate. I first needed to identify WHAT it was here for otherwise whatever you planned one doing would fail like anyone else and I already mentioned two things that could be a possibility. So i am not comfortable leaving anything to you unless yu are going to tell us what that magic is.. assuming it'd even work. Otherwise at no point did I ay I would be the one to exorcise it.. as This is a place to Sarenrae it would more likely be Valtyra than I.. So please.. Enlighten us to your idea.. "
HP 70/70 | AC 18 | T 14 | FF 14 | F +9 | R +7 | W +5 (+2 vs Fear) | Init +4 | Per +0 | CMD 24 (+8 vs Grapple/Trip)
Muga is definitely surprised at Yvell's viciousness. But as shock gives way, a smile curls its way onto his lips.
"Heh... Good, very good... We have some fighters in this group.. I like this Yvell." Muga fell back from the group, though he made no effort to conceal his voice. He began cleaning his blade, apparently finished with the slaughter.
Finishing his cleaning, and taking a seat on the steps, blade resting across his lap.
"Anyway... What I am looking forward to is how you intend to moralize whatever necromancy you have planned to a paladin, Ibuki. You wouldn't be goosestepping around the issue unless you thought he'd have issue with it. So, out with it." Muga spread his arms wide, leaning back and then folding his arms behind his head as he rested back on the stairs. "I want to enjoy the show."
Neutrois half-orc druid (blight druid) 4 | hp 27/27 | AC 15/14/11 | Fort +7, Ref +3, Will +9 | Init +1 | Perception +13 | Fire bolt 7/7 | Ferocity 1/1 | Wild shape 1/1 | Wielding -
Auehda drags Hatchet-Hand out of the keep to the rest of the bodies, wincing as Yvell and Ibuki argue. They try on Hatchet-Hand's armor, then return to the group to ask Valtyra about the ghost. "Can fire hurt them? Would hurting ghost help?"
Excuse me if i expressed myself in a misunderstandable way. What i would like to know is, how are you planning to exorcise that ghost? I never met a ghost personaly, but from what i read they must be very dangerous!
With powerful magic there is always a chance to fail, although i have my own ways to use the alignment of the stars to make my magic stronger. Dabbling with the ray energies weakening our foes you have seen and the blindness i inflicted upon hatchet hand, i found a way to control the undead. I have yet to test it. Doing this in a controlled environment would be a lot better of course.
You´re right Muga, i´m treading carefull not to hurt the feelings of Yvell. It´s my habit to respect other people and not just do things over their heads if there is a chance they will not like it or react...well...unnecessarily difficult.
Currently looking for 2 to 3 players to add to Team Orange.
Starting on Book 3, Iron Gods AP.
Please submit a Level 6 character, 20 pt buy. Any Paizo classes and races are available, including unreleased stuff, like Occult classes. I will also consider third party stuff if it connects with the fiction.
You may choose 2 traits, or 3 with a drawback. Purchasing is wealth by level, so 13000 gp. You may also purchase technological items if you are from Numeria or a technology region, like Alkenstar.
Current characters are a paladin/skald of Ragathiel, an *Oracle of Life* and a samurai. You can take a look at the characters and message me or post here for questions.
Should be starting in a week or two, depending on current roleplaying.
Well I know that Both I and the Samurai are melee based and frontline, that may change. The Oracle of Life is healer+ support but she could smack a face or two.
An Arcane is needed obvious and likely you are not the only one who would want to use/will use a chainsawlike weapon. With the gunner Charges would become an issue.
Well... Savage Technologist, unlike Gunslinger, gets Gun Training with all firearms instead of just one, and thus can cycle effectively between weapons when the fancy ones run out of ammo. I'm also trying to decide between going TWF or Two-Handed Vital Strike, with the latter option using only one weapon charge each round.
A Technologist can also fight half-decently with a melee weapon, in a pinch, but would most likely have less interest in chainsaws.
So, here are my questions...
@Yvell (or other group members): If I created a half-orc character and was considering taking Amplified Rage, should I dip a level into Cavalier so that I can Tactician it to the rest of y'all during a Raging Song? That seems like it could be a neat trick, if more than one character would benefit from it (there's easier ways to do these things if it's only one character).
@GM (sorry, hope this isn't too many questions—I think they're generally applicable to everyone):
1. Are you looking for full crunch, or just description and story?
2. Any special house rules I should know about regarding technology, feats, or skills?
3. Do the normal rules for starting wealth (no more than 1/4 on one item, I believe) apply, or are you waiving that since we have the opportunity to buy big honking tech items?
4. How do you feel about retraining before game start, if I do it within the Ultimate Campaign retraining rules and spend some of my starting gold on it (specifically, since feat retraining is the only way for a non-fighter to get Vital Strike at level 6)
5. Should I expect access to advanced or modern firearms, or is that not the sort of technology we'll find lying around in Numeria?
5. Firearms tend to be more advanced than modern, like energy weapons that use batteries. If you want modern firearms, you probably will need to make them yourself as a gunslinger.
Assuming a similar case with the older players the rule were no more than 1/2 can be spent on one item is mainly to stop a character coming in with a weapon or item other existing ones would have had to decide to go the Entire game up to that point without. I believe we can restructure as well.
As far as your Idea it wouldn't really work all that well because tactician only lasts about 4 rounds, so anytime you would want to use that you would have to worry about bouncing up and down in con and possibly losing it for the bossfight or whatever you would use.
I would at last Advise Quick Draw.
Fair enough. I'm interested in using a Ring of Tactical Precision to share Amplified Rage instead of Tactician, but after talking with the GM that'll be a wishlist item for further down the line.
Meanwhile, Quickdraw is excellent and definitely an important part of the concept.
I don’t know the exact story of the campaign so far, so I’ve tried to create a backstory that I assume fits as someone the party would bring in to help with their goals—feel free to offer advice or changes
Personality and Description:
Grammanar is something of a cross between an orc and a porcupine. Standing over six feet tall, his armor—scratched and dulled to hide the sheen of mithral, but still in excellent condition—is criss-crossed with weapon belts and bandoliers. On his back, he carries two forked spears, one long and one short; a quiver holds three shorter throwing spears, and two long knives are strapped to the outsides of his boots, with two more hidden inside. From his belt dangle the ends of a whip, net, and grappling hook, while twin shoulder holsters sport a large pistol and a short blunderbuss. The tall trail pack he carries has been heavily modified, and the spindly legs of a tall gun carriage peek out of the top.
This, at least, is what he looks like when he wants to make an impression. Most of the time, Grammanar travels with a long brown cloak thrown over his shoulder, his face hidden under a hat and several dusty shawls. When he travels, he is a speck on the landscape, quickly hunching down into a large clod of dirt hidden behind a nearby boulder whenever he spots movement, following game trails and forgotten roads back and forth across Numeria. If possible, he prefers to fight from cover, taking carefully aimed shots with his carriage gun, but when cornered he fights with whatever’s at hand, flying into a blind rage as he hurls spears and gunfire alike, using the whip he carries to quickly snatch any advanced weapons his attackers might carry—in a pinch, he’s even learned to protect himself with rocks and sticks when his ammo runs out. He’s had only a few run-ins with robots, preferring to sneak past their predictable patrol routines, but he’s found that they go down eventually, as long as he slows down to aim for weak spots in their armor.
Grammanar is not cruel; but he is also generally untrusting, working alone so far since the death of his mentor. He has seen enough hardship to find small gestures of kindness a waste of time, and he has little patience for prayer or procedure. Carrying tusks of impressive size, his laser-scarred face and leather eyepatch are a bit of a grisly sight, though they tend to earn him grudging respect from the hardened barbarians of Numeria’s lowlands.
Backstory:
Grammanar was born on the borders of last wall, the unlucky child of an orcish raid from Belkzen. Raised in a series of crusader barracks, he learned weapon skills for an early age, though his heritage quickly earned him enough mistrust to rarely train in the same place for long, instead picking up a mixed and undisciplined fighting style that served him well when he was old enough to serve in the army. Rather than fitting into a regular regiment, his superiors in Vigil employed the young Grammanar as a scout and skirmisher, foraging unseen into Orcish territory where, in the worst case, his brutish appearance helped him avoid suspicion from scattered patrols.
One day, an aging commander asked Grammanar to try out a new weapon; a curious and foreign object that appeared to kill, at range, without sound or projectile, only a ray of light. The weapon was part of a set of Numerian artifacts the commander had acquired, and Grammanar soon discovered he had a knack for dealing with such devices; an intuitive understanding rather than an intellectual one, perhaps aided by his years of practice with a wide variety of weapons and tools of all sort. With Grammanar quickly demonstrating the proper use of a laser pistol, his commander offered up a confession—as new recruits to the crusader nation continued to dwindle, he had been tasked with the quiet project of finding new and better weapons to use against the encroaching orc hordes.
Soon, Grammanar had been set up with Clockfather Riley, a young and ambitious priest of Brigh convinced that victory for the orcs of Belkzen would strike a worrying blow against technology and progress across Avistan. With Grammanar commissioned as his bodyguard and scout, the Clockfather led an operation to bring skymetal weapons and adamantine armor from Numeria to Lastwall, occasionally smuggling the occasional artifact out from under the gaze of the Technic League. The dangers of Ustalav and the Upper Sellen bothered the experienced scout little, and he learned to craft his own primitive firearms for use in self-defense. Over the next few years, Grammanar and Riley, the Gunrunners of Lastwall, moved far more adamantine—and the occasional smith who knew how to work the stuff—out of Numeria than anyone had expected. In the town of Torch, they found a powerful ally—the wizard Khonnir Baine, sympathetic to the church of Brigh and the spread of technology, who provided the two with information on Technic League patrols, sealed weapon vaults to raid, and tips on forging skymetals and evading robots and ancient traps.
And then, on their most recent trip to Torch, Khonnir was nowhere to be found, with foul play suspected. Troubled, Grammanar and the Clockfather found themselves returning from a trip mostly empty-handed, and decided to investigate an underground cache of weapons near the town. It was here that the two were caught by a Technic League ambush—dour sorcerers who shot before asking questions, bringing down the old priest in a barrage of sudden laser-fire and gravely injuring Grammanar in the process.
Since then, he’s been on the run. With his extensive skills and experience in scouting, fighting, and evading traps and robots, he’s looking for work, answers, and revenge.
Character Role:
- Grammanar is a ranged switch-hitter, able to fight at close range or far range, fire many quick shots or a few powerful slow ones against resistant enemies. His damage output is pretty good, and with Quick Draw and Vital Strike, he can easily switch between the weapons he carries as needed, conserving the costly ones for single powerful shots.
- Good at disabling technological traps. Highly skilled at Perception and Stealth, he can also make a decent scout.
- Can use most technological weapons extremely well, able to avoid the penalties for broken objects and avoid consuming charges or causing glitches several times per day. While he doesn’t have any tech weapons with him at the moment, he’ll be quick to make use of any such spare gear the group picks up.
- With decent defenses and excellent saves, Grammanar is less frail than a normal ranged character; while not a massive tank, he can provide melee back-up as needed. Reasonably self-sufficient as a character, and eventually (with teamwork feats and rings at some higher level) be able to buff everyone else who’s raging.
- Superstition, Witch Hunter, and readied range attacks make him a pretty effective anti-caster character, for picking off those pesky Technic League Sorcerers from a safe distance.
About the Player:
- I’m a relatively active player, and have never left a PbP game in which I was a PC. I’ve got a bit of a fondness for fantasy games in post-apocalyptic or forgotten-technology settings, but with the massive rush of interest a few months back I decided I didn’t want to be part of the manic land-rush that was the recruitment for the first online Iron Gods games. Looking a bit at this game, it looks like you’ve got an awesome group going of active players and dedicated role-players whom I would enjoy being a part of.
- This character's appearance—but not his personality—may be slightly inspired by the classically absurd Warhammer 40k orks.
Character Stats (will format better if picked):
Feats: Rapid Reload (Double Pistol) (1), Quick Draw (3), Vital Strike (5, retrained)
Bonus Feats: Gunsmithing (Gunslinger 1), Two-Weapon Fighting (Technologist 1, only with certain weapons)
Feat Plans: Point-Blank Shot (7), Precise Shot (7, with Fighter dip), Rapid Shot or Deadly Aim (9), Furious Finish (eventually?), eventually Amplified Rage + Ring of Tactical Precision; possibly Butterfly’s Sting with a Keen weapon
Traits: Local Ties (Disable +1, class skill, pseudo-Technologist), Coherent Rage (Stealth while raging), Deadeye (Orcs of Golarion; +2 Perception); Burned (Drawback)
Str 14
Dex 18 (20 with belt)
Con 14
Int 10
Wis 14
Cha 8
Offense:
Speed 30’, Init +5
Gains Two-Weapon Fighting with gun and melee weapon
Gains +2 damage vs spellcasters or monsters with SLAs
CMB +8, or +10 whip disarm
No penalties for using improvised or broken weapons
Guns:
+1 Double-Barreled Pistol +12/+7 or +14/+9 raging (1d8+6/+8 raging), 20’ increment
+1 DB Pistol, rapid discharge +8/+8/+3/+3 or +10/+10/+5/+5 raging
+1 DB Pistol vital strike +12 or +14 raging (2d8+6/+8 raging)
Double Hackbut +12/+7 or +14/+9 raging (2d12+6/+8 raging), 50’ increment, requires set-up
D Hackbut vital strike +12 or +14 raging (4d12+6/+8 raging), 50’ increment, requires set-up
Broken Blunderbuss +9 or +11 raging vs. 15’ cone (1d8+6/+8 raging), 10’ increment
Melee:
Attack bonus (for all current melee weapons):
Melee attack +8/+3, or +10/+5 raging
Thrown attack +11/+6 or +13/+7 raging
Damage:
Trident (1d8+2/+4 raging), Whip or Dagger (1d4+2/+4 raging), Shortspear (1d6+2/+4 raging), Ranseur (2d4+3/+6 raging)
Defense:
HP: 66 (5d12+1d10+20 con)
AC: 21 or 22 raging, 23 with shield (Dex +5 or +6, Armor +6, Shield optional +1)
T: 15 or 17 raging, FF: 16 or 17 with shield
CMD: 23 or 27 raging
Fort: +8, or +12 vs spells while raging
Ref: +8, or +10 raging, +14 vs spells while raging
Will: +3, or +5 raging, +9 vs spells while raging
Rage:
16 rounds/day
+4 Str, +4 Dex, +2 Will
Superstition (+4 bonus with favored class)
Witch Hunter (+2 damage vs anything with spells or SLAs)
Spend 2 rage rounds for +2 Diplomacy
Deeds:
1 grit to use 1 fewer charge when firing *any* technological weapon
1 grit to prevent a firearm glitch
Racial Abilities:
Beastmaster (+2 to Handle Animal, proficient with nets and whips), Darkvision 60’, Scavenger (+2 Appraise, Perception vs traps/secret doors), Fey Thoughts (Diplomacy and Stealth as class skills)
Favored Class:
3 to increase superstition bonus; 2 to increase rage rounds
Perdix is a scholar out of Oparra who has traveled extensively studies the ruins of the many ancient civilizations of the Inner Sea region. Jistka, Ancient Osirion, Thassalon, and even ancient Azlant are all familiar to Perdix, in his researches. He is well known in the museums of his home city, often hired as an expert in authenticity of artifacts. One day he was summoned to the Blackrose museum to inspect some new artifacts. They were completely foreign to Perdix, which was a first for him. asking where they had come from, he learned they were tech artifacts from Numeria. This was a whole new vista of investigation opened up before him, and he immediately organized an expedition to the far north land. He has been poking around in Numeria for some time now, and has only barely managed to avoid severe punishment from the Technic League for probing into places he should not go. Their evident disfavor of his efforts has caused his supply of henchmen to dry up, and currently he is looking for some support so he can resume his investigations.
personality:
He looks to be the absent minded professor type, with his hair askew, his clothes disheveled, and spectacles perched on the end of his nose. He doesn't always notice things around him, but he can react with alarming alacrity nonetheless. His best friends are generally his books and his pet scorpion, kept in it's pouch. He doesn't particulary like to use his arcane abilities for violence, rather for protecting himself and his expedition members, or to reveal secrets he wishes to know. He is genial in a rather forgetful sort of way.
stats:
Perdix the scholar
Male human (Taldan) diviner 6
N Medium humanoid (human)
Init +15; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (6d6+12)
Fort +8, Ref +6, Will +7
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Offense
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Speed 30 ft.
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—arcane sight, dispel magic, haste (2)
. . 2nd—glitterdust (2, DC 17), mirror image, see invisibility, see invisibility
. . 1st—abundant ammunition[UC], comprehend languages, feather fall, grease (2), mage armor
. . 0 (at will)—detect magic, ghost sound (DC 15), mage hand, prestidigitation
. . Opposition Schools Enchantment, Evocation
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Statistics
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Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Arcane Builder[UM], Combat Casting, Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll
Traits numerian archeaologist, reactionary
Skills Appraise +9, Fly +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +10, Knowledge (engineering) +14, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +14, Perception +2, Sense Motive +2, Spellcraft +14
Languages Abyssal, Androffan, Azlanti, Celestial, Common, Hallit, Infernal, Jistka, Osiriani, Ancient, Shoanti, Skald, Thassilonian, Varisian
SQ arcane bond (daedalus, scorpion, greensting), forewarned
Combat Gear wand of infernal healing (50 charges); Other Gear cloak of resistance +2, gloves of reconnaissance, handy haversack, headband of vast intelligence +2, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 120 gp
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Special Abilities
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Arcane Builder (Wondrous Items) You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (8/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Forewarned 3 (Su) Can always act in surprise rounds.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
True, but neither are batteries. Technomancy and Protection from Technology are also pretty neat, though I don't know whether or not you're planning to go into the Technomancer PrC.
You just described our entire party save like one person.. I hope it goes well for you then
Yvell is a General/Militaristic A$+$+~#
Valtyra is like the Motherly one.. She recently Smacked Yvell
Muga is the Bloodknight who like to crack jokes at Yvell's Expense
Phylla is the Alien Plant Cat-like Mascot.
I do still recommend the Technomancer PrC for anyone interested in creating robots.
Grammanar is someone with local ties to the mysteries of Numeria, and probably won't be too weirded out by anything that's not actually trying to kill him.
Anycow, yeah. I have a lot of access to computers during downtime at work—usually at unpredictable times, and often for only 15-30 minutes at a time (but several times per day). Which has made me a very reliable player, and a somewhat unreliable GM (as hallows can attest), though my schedule in that regard has been getting steadily better over the last few months.
Endoralis' friend checking in, I assumed 7th level so I need to adjust down to 6th which I will do tonight after I get off work, just wanted to get a post in to express my interest.
Phylla is not a mascot. When she wants to help she does very well.
Hi all im the Life Oracle in the party. Just wanted to introduce myself here. Looks like we have some good applicants. Feel free to ask questions if you have them.
I was mostly kidding about the mascot. I cant tell if Muga is being serious but Phylla is actually a good buffer and soon after equipment, a nice fighter. She is also quite durable. If you all have a smewhat decent will save she has a Debuff ability along the lines of Save or Sucks.
THis one.. not so much. Its more dependent on use and concept than anything. Muga won't be poor thats for sure. That loot difference can be a Big BIG factor. You should be aware considering you are a martial character.
Absolutely—I just meant the wealth we get in book 3 will probably be more than books 1+2 together, as generally more loot is given out to everyone at higher levels.
I'd like to submit a sorcerer named Tazwell. He'll fill roles as an arcane caster and a partial rogue substitute.
The intention would be to change him over to the Technomancer prestige class at 7th level.
He's very good at disable device and engineering and can deal with traps and locked doors fairly well.
The requirements for Technomancer ending up spreading his feats around in a odd fashion for an arcane (Technologist, Skill Focus, and Fast Learner for more skill points), but he's pretty good at doing the things he's supposed to do.
I haven't purchased equipment yet or generated the stat block for his familiar.
Backstory:
Tazwell was born and grew up in torch. His parents were small-time merchants that died in a fire when he was eight years old.
Taz has always thought that there was foul-play involved in his parent’s death, although there was never any proof.
After his parents died, his care was given over to the church of Brigh.
Taz was a constant source of trouble. Acting out, running away, and committing petty crimes. His constant nervous energy and troublemaking exasperated the church priests.
After one extended absence, the local priest found the young man living in a hollowed tree trunk with a raccoon. Taz named the raccoon bandit and despite all efforts, the two have been inseparable since that time.
At around age 14, his magical talent expressed itself when he spontaneously cast a spark cantrip while in the midst of an argument.
In order to prevent any accidents resulting from an untrained magical talent, the church asked Khonnir Baine to help with his education. The kindly wizard did what he could, helping guide the young man’s interest in magic and technology.
Once he reached adulthood, Taz signed on with a band of traveling merchants led by a dwarf named Rorrik Cloverhelm. The merchants traveled between towns in Numeria in their large, six-wheeled wagons, peddling all manner of goods.
Their main source of profits was scavenging and reselling lost items of technology. Tazwell has seemed particularly gifted at finding and cleaning up such items. Rorrik has spent years balancing Taz’s usefulness against Bandit’s mischievousness.
Last year, during a barbarian raid on the caravan, Taz saved Rorrik’s life with a timely spell. The dwarf showed his gratitude by gifting Tazwell with one of his silver-chased, masterworked pistols and teaching him how to use it.
Recently, Taz heard of Khonnir’s disappearance and troubles. Having flash-backs to losing his parents and feeling the need to help, Taz left Rorrik’s caravan and hurried back to Torch to see if he could help.
When he arrived, he heard the story of Khonnir’s rescue and the continued adventures of his rescuers. Not being employed by Rorrik any longer, Taz has decided to track down these adventurers and seek his fortune with them.
Stat Block:
Tazwell
Male human sorcerer (seeker) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Animal Archive)
NG Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 43 (6d6+12)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft.
Sorcerer (Seeker) Spells Known (CL 6th; concentration +14)
. . 3rd (4/day)—lightning bolt (DC 17)
. . 2nd (6/day)—glitterdust (DC 16), invisibility, mirror image
. . 1st (7/day)—identify, jury-rig[UC], mage armor, shocking grasp, technomancy
. . 0 (at will)—detect magic, jolt[UM], light, mage hand, message, open/close (DC 14), read magic
. . Bloodline Arcane
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Statistics
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Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Exotic Weapon Proficiency (firearms)[UC], Fast Learner[ARG], Skill Focus (Knowledge [engineering]), Technologist
Traits local ties, magical knack, seeker
Skills Acrobatics +3, Bluff +8, Disable Device +16, Knowledge (arcana) +6 (+10 spells), Knowledge (engineering) +17, Knowledge (local) +6, Linguistics +3, Perception +9, Sleight of Hand +3, Spellcraft +11 (+15 spells), Stealth +3, Survival +1, Use Magic Device +12
Languages Androffan, Azlanti, Common, Gnome
SQ arcane bond (bandit, raccoon [pilferer]), bloodline arcana (+1 DC for metamagic spells that increase spell level), nervous, seeker lore, trapfinding +3
Other Gear masterwork thieves' tools, 15,900 gp
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Special Abilities
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Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Sleight of Hand checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Knack (Sorcerer [Seeker]) +2 CL for a specific class, to a max of your HD.
Nervous When you take 10 on a skill or ability check with a penalty besides wasted time, treat it as an 8.
Seeker Lore (Ex) +4 to Knowledge (arcana) and Spellcraft checks related to bonus spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.