Ghini

Fortune CoCT's page

187 posts. Alias of The B guy.



1 to 50 of 68 << first < prev | 1 | 2 | next > last >>

There was a thread about "what if the heroes had failed" all the Adeventure Paths, but I have failed my computer use check to find it. Can someone help me find it?


"In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat."

Scrolls are written magical formulas. Does the "This does not interfere with spellcasting" mean you can or does "you can only speak and understand" mean you do not understand the writing? I know it says "speak and understand", so can you still read/write other languages you know?


It is my understanding that acrobatics is part of movement. So if you had a creature (medium sized quadruped) with +20 jumping skill in a tree.
1) Given a sufficient number of properly spaced branches could they "climb" the tree by high jumping 2' over and over again up to their speed? High jumping 2' without a 10' move is a dc 16 Acrobatics check.
2) In a related question, if you end you turn having moved 10' before a high jump check and your 1st action next turn is to continue jumping, would the "moved 10' from the 1st round" still be applicable?

Both RAW, RAI and "how you would rule it" are welcome.

I think RAW 1) yes, 2) no.


https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Lorestone

What does a Lorestone do? The entry says a lot of generic stuff, but nothing specific. In particular it says " After being harmonized with the user for 24 hours, that lorestone grants her special benefits" but not what those benefits are. Is it detailed in Lost Treasures?


1 person marked this as a favorite.
Smuggler's Wayfinder wrote:


Smuggler's Wayfinder Price 2,000 gp; Weight 1 lb.
This time-weathered wayfinder lacks any notable features. Despite its routine appearance, a smuggler’s wayfinder has an additional ability generally known only to the person using it. When a command word is spoken, the compass’s interior is replaced with a small extradimensional space that can hold up to 10 pounds of material occupying no more than 1 cubic foot of space. This material must be able to fit through the 3-inch-diameter opening in the compass’s face (such as a thin glass vial, coins, small jewelry, or a rolled-up piece of paper). While the extradimensional space is accessible, all other properties of the wayfinder cease to function, including any resonant ioun stone powers. While the extradimensional space is hidden, the smuggler’s wayfinder emits an aura of faint evocation, as a standard wayfinder.

What fun things could be in a smugglers wayfinder?


...for a broom that can only be used by Witches with the Flight Hex.

Version A
Witches Broom;
Each 1 minute of the Flight Hex fly ability used allows the witch to use the broom to be able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for the next hour. They may stop and start flying as often as they want for the next hour. While they are flying on the broom they may not use the feather fall at will ability of the Flight Hex. The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet.

Version B
Witches Broom;
A witch(5th+ level) with the Flight Hex can use the broom to be able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks). While they are flying on the broom they may not use the feather fall at will ability of the Flight Hex. The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet.

The idea is the witch uses "feather fall" to make herself lighter and then can fly around on the broom. That's why she can't use that ability while flying.

Some relevant magic items and the Flight Hex text.
Broom of Flying
Carpet of Flying

Flight Hex: The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Edit; I suppose anyone with the Flight Hex could use it (Sylvan Tricksters, etc...).


I'm going to be starting an online game for my RL group because we aren't getting together for awhile due to the Pandemic. I am looking for suggestions, plot ideas or modules/PFS scenarios that would fit. My 3 basic ideas are;
A) Resistance fighters fighting an oppressive regime in a frontier environment. Serious
B) A group of half-siblings all looking for there bard/reincarnation druid father. Funny
C) just run random modules/scenarios.


Found this idea on another website, but I think it's not possible by RAW. Is there a way to make it possible?
Small character (gnome or halfling),
use Reduce Person to be tiny and 1/8 weight (under 5# weight),
use Mage Hand on your own shirt collar to fly around.

Problem is "Target one nonmagical, unattended object weighing up to 5 lbs" and your shirt collar is an attended object, right? Could you stand on a saucer or sit on a chair (assuming the total weight is still below 5#) and use Mage Hand on the saucer/chair, or would standing/sitting make them attended?


How much hardness and how many hps would a 20' radius mud hut (from the "Lair of the Lizard King", Kingmaker, Rivers Run Red) have? Would Stone Call be able to damage it?


For the fun of it I would like to make npcs based off of car names. What car names are also names of classes/archtypes?

Ranger (Ford)
Wizard (Isuzu)
Rogue (Nissan)
Pathfinder (Nissan)
Cavalier (Chevrolet)


I am trying to remember the name of an old module that I played in with my 1st pathfinder character when Pathfinder was new. Probably one of the first pathfinder modules. It had a black dragon in the lowest level and possibly involved a dwarven ruin. I've looked at several module lists but none of the names sounded familiar.

Growing older; memory is always the 2nd thing to go, I just wish I could remember what went 1st.


My player wants to invent an alchemist discovery for a mindchemist that allows him to use awaken. Looking for thoughts on how you might allow this, level restrictions etc...


A player has asked about the following scenario.
1- Wizard is invisible and has a thrush familiar under his cloak.
2- Wizard casts a touch spell designating his familiar as the “toucher.”
3- Familiar flies out, touches a target and flies back to the still invisible wizard and hides inside the wizards invisible closk.
4- Invisible Wizard uses a move actin to change location.
5- repeat...1 thru 4

Observations about the plan and specifically, how easy would it be for the bird to find the invisible wizard without "see invisible" and what action would it be for the bird to hide under the invisible cloak?


I am running a version of Ironfang Invasion (which will shortly become a version of Kingmaker as the pcs become refugees founding a new home) and the players are using a Sending spell to contact Mayor Thom Crawbert(9th level expert/fighter with no ranks in spellcraft or know arcana) of Longshadow to warn him about the hobgoblin threat.
the mayor;
- knows the pc, who was a respected elven inn keeper/beermaker in Longshadow for many years before leaving a couple of years ago
- knows a nearby wizard high enough level to teleport
- would know Sending exists, but with no skill he would be unaware of the 25 word limit.
- is already getting bad advice from his advisors (who are hobgoblin spies) like, "the hobgoblins are just bandits, nothing for us to worry about" and similar such advice.

The PC Sent "Phaendar, Redbarrow, Radyas Hollow Cavlinor ranger forts have fallen. Hobgoblin army has magical gateways. troops equal thousands trolls wyverns and dragon. scry me and teleport." How would you have the mayor verbally respond to this?


Are there stats for the stump remover explosive somewhere, cost, effect, etc...?


1 person marked this as a favorite.

I am wondering how other DMs have stated out Jet, Rhyna and Kining?


I am looking for thoughts on a human "Don Quixote" type cavalier/paladin (gestalt). Any archetypes, cavalier order or feats that you think would be more appropriate than plain vanilla cavalier/paladin? Ideas on alternate classes will be entertained, though do not suggest any of the hybrid classes, they are not allowed.


I am looking for opinions and suggestion on an idea I have for nonmagical teleport aid, I am the DM. It is a fancy rug with a unique pattern on it. You teleport to the rug. What effect, if any, would you allow this to have on the Teleport spell? How much would you charge? Is there something like this already created somewhere in the vast 3rd party products universe?


Guardian Monument, Greater wrote:


...
Components V, S, F (an unattended, non-magical object)
EFFECT
Range touch
Area 40-ft. radius from touched object or 60-ft. radius from touched object; see text
DESCRIPTION
You touch an unattended, non-magical object to create a touchstone for humans defending the area. Such human defenders are protected by a shimmering aura as long as they are in the area.
The spell grants each subject damage reduction 4/magic. Humans who leave the area and reenter regain the damage reduction.
The spell is suppressed if the object is moved from its place, but resumes if the object is put back. Its duration continues to elapse while it is suppressed this way.
Normally, the area of effect is 40 feet from the touched object.
If the touched object is a monument to human achievement, the area increases to a 60-foot radius.
Floating Disk wrote:


School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a drop of mercury)
Range close (25 ft. + 5 ft./2 levels)
Effect 3-ft.-diameter disk of force
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

Would putting the "unattended, non-magical object" on a Floating Disk and then casting GMG on it allow the item to be moved and still work?

What if you cast GMG on an item on a moving ship, would it work?


https://pathfinderwiki.com/wiki/Foxglove_Manor

So a player (I am the DM) wants to turn Foxglove Manor into a wizards school. Assuming the cost of purchasing the manor and making it structurally sound have been paid for.

How many students, teachers and support staff could fit in this size of building (see link above)?

How much would it cost for the to turn it into a school (furniture, supplies, equipment, books...)?

Cost to build a stables and out buildings?

I started looking up prices, but couldn't find prices on furniture and I am currently looking at Downtime rules, but that will take some time to decipher. So I am looking for neutral 3rd party opinions, interpretations of the Downtime rules or directions to appropriate/simple tables/websites.


I (as the DM) have a rule about Leadership; "You may look for a specific type of cohort/followers, but I will create and control them." A player wants an awakened gorilla cohort, but wants to create and control them.

Awaken
Leadership
Gorilla

So my questions are;
1- What Effective Cohort Level would you suggest for a 5hd gorilla?
2- Is "You may look for a specific type of cohort/followers, but I will create and control them" clear?
3- Do you think I am unreasonable to enforce my "I will create and control them" rule?
4- Do you think that rule is arguably RAW?
5- Or does the player have a reasonable expectation that they will create and control a cohort from Leadership?

Any advice on a compromise?


Blessing of Fervor.

Does "Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell" mean 1 spell or 1 spell per round? In other words,if a caster gets a BoF cast on them for 7 rounds do the get to cast 1 spell or up to 7 spells with the metamagic applied?

Does this metamagic increase the casting time for spontaneous casters?

Is there any Errata or FAQ for BoF I should be aware of?


A BBEG has access to a 9 question commune. The heroes have interfered with his operation a couple of times and he knows who they are. 1 of his minions (with a good perception score)claims to have heard an invisible something flying around. What questions would you ask?


How much would you price a Wondrous Item of Mirror Image, usable 2/day at caster level 3?


Are there any skills that could be used to take control of(ie; hack) a construct. Could you use bluff, disguise and/or umd to command a construct to obey you? How about spells?


How do disguises and Charm spells interact?

Charmer is disguised as Bob and succeeds at charming (Charm Monster)"Charm Victim". The Charm Victim has never met Bob. The Charm Victim later encounters the real Bob while away from the Charmer disguised as Bob.
1- does the Charm Victim regard the real Bob as "its trusted friend and ally (treat the target's attitude as friendly)"? Or, does the Charm Victim wonder why he inexplicably doesn't regard Bob as a friend anymore.

Suppose later the Charmer meets the Charm Victim while disguised as Tom, also someone the Charm Victim has never met.
2- does the Charm Victim regard the Charmer/Tom as "its trusted friend and ally (treat the target's attitude as friendly)"?


My players are going to encounter the swarm in the

Spoiler:
1st dungeon of Shattered Star
. Is there a good place to find an explanation of how they work. I've searched but they seem to have more questions than answers. Maybe a faq page or errata on swarms.


What if a Witches familiar activates the clone trap and it becomes the clone?


Does a druid know when wildshape is about to end or is it 1 moment animal, next moment base race?

How would you run it in your game?


Can you intentionally provoke a movement based Aoo by just moving around in your square without actually moving out of your square? Say for

Canny Tumble:

When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.
when you have nowhere to move.


Looking for more plans/plot hooks on branding the rune and then killing greedy people. Particularly in small towns. Any ideas you used or just thought up?


Animate Dead wrote:

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Editor's Note: The bloody skeleton and burning skeleton variants are created by use of the animate dead spell but count as double their normal HD when doing so.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. Editor's Note: The rule regarding costing double HD for creating variant bloody skeleton and burning skeleton variants was not included in the fast zombie and plague zombie variant zombie template details. It is left to the GMs discretion if that rule would apply to creating variant zombies..

How can we stop a spellcaster from using this spell on some dead bodies? Sure disintegration or complete total destruction (cremation, etc...) of the body will do it. But what if you don't have the means or the time for such things.

On a related note, a dead creature becomes an object. How many hps and how much hardness would a corpse object have?


I have a player who is currently rog1/sor(dragon)2 who asked which prestige class would be more useful for playing this AP. I told him it depends on which style he wanted, subtle/stealthy or not subtle/forthright. That didn't satisfy him. So in your opinions which prestige class works best in Shattered Star, Arcane Trickster or Dragon Disciple?


I am running Shattered Star with 2 players (3witch, 1rog/2sor).
- They are 1 level ahead of where they should be.
- I am going to give more aid from their boss/patron, Sheila Heidmarch.

aid:
so far I've given them 3 potions clw, 1 wand clw, 1 wand mage armor(10chgs), page of spell knowledge (detect secret doors).
- When they get to 4th/8th/12th... I will give them +1 to lowest stat in addition to the normal +1 to any stat.
- They can seek assistance/hirelings if they want.

Do you think that is enough to make up for only 2 players?
Any suggestions?

Things I don't want to do;
- Gestalt
- DMPC
- Leadership


What sort of "Shapeshifter Protocols" would a standard fantasy guard force of a city (like Magnimar) have as Standard Operating Procedure when dealing with potential shapeshifting assassins?


The question is in the title. Similar questions are asked here and here.

1 Specifically, with spells up to 4th level, how do you stop a young adult white dragon burrowing?
2 What are the best outsiders to get with Planar Ally (up to 12 HD) to deal with a burrowing white dragon?
3 What are the best SM or SNA (up to 4th level) to deal with a burrowing white dragon?


I am curious about what RAW says about the following.

A Qallupilluk uses Curse of Scales to turn a child into a Scrag (water troll). Then she puts something (say needles or a big parasite) inside the large sized troll. With regeneration the troll is going to be fine. But what happens when the troll gets turned back into a small sized child? An effect like Quieting needles perhaps?

PRD wrote:
Curse of Scales (Su) If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster. Starting on the third consecutive round of grappling, the grappled target must succeed at a DC 18 Fortitude save every round or fully transform into a grindylow, reefclaw, bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this devotion but remains transformed. The transformation ends after 1 hour or if the creature is slain. A qallupilluk can make this transformation permanent by performing a ritual that takes 10 minutes and deals 30 points of damage to the qallupilluk. This is a curse and polymorph effect. The save DC is Constitution-based.


I recall seeing an item (needles or something like that) that you put in a dead body so that if someone casts raise dead it kills the newly raised person. But I can't remember the name and can't find it searching the PRD. Anyone know the name?


Cashel is a character in the Lord of the Isles series by David Drake. He uses a magic staff. Can someone give me a brief summary of what it does?


Why do Cloud Giants get scent when the rest of the "core" giants(hill, storm, stone, fire and frost) don't?


My pc's released a Pit Fiend, who owes them a favor. Later 1 of them, a worshipper of Desna, dies (while the rest are captured by demon worshippers and in dire straits). While the dead soul is waiting around Pharasma's Boneyard, the Pit Fiend arrives and offers him a deal. "I can raise you, for a price..."

I need a subtle price. No soul selling, no first born, nothing obviously evil. The player is really smart, so it has to be something really subtle.


Suppose a 7 year old human child (life expectancy 70years) is BP into a goldfish(le 10years). 5 years later the BP is broken. How old is the human, 15 or 42? Or could the human-turned-goldfish still live to be 70 as a goldfish?

Do you remember your time as a goldfish?


Dust of Emulation wrote:
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race(if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.

My players want to get a wand of Mirror Image and use DoE to activate it. Can DoE be used to use a wand (by Emulate a class feature=spell list)? Or, since "Use a Wand" is seperate from "Emulate a class feature", does DoE not work?


What are some good examples of knowledge dc's in various published sources? Particularly dc's of 20+.

I want to play a character with good ranks in knowledge in all Knowledge Skills, would there be a better way than Bardic Knowledge? A Sherlock Holmes/Dr Who kind of character.

Knowledge Local; how do you describe it? Say for a Jade Regeant kind of game, traveling to a distant place you have never been to.


pfsrd wrote:

White Hair (Su)

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

So if the WHW attacks a target (normal ac) and hits, he does damage and gets to make a free (swift action) grapple that doesn't provoke an Aoo. My question is, if he forgoes the normal attack and just tries to grapple the target, does the "doesn't provoke an Aoo" still apply?


What are the penalties for riding a mount that is untrained? Specifically, an Eidolon that doesn't have the Mount evolution.


1 person marked this as FAQ candidate.

P1 BBEG P2
P1 wants to Aid Another for P2, does the AA action get the flanking bonus?
Say there is a Bard(Archivist) using his Naturalist bardic performance, does AA get the bonus to hit?

P1 P3 bbeg P2
Say P1 has a reach weapon and wants to Aid Another, is AA effected by soft cover?

Does AA suffer from concealment miss chance?

Or are all these questions answered somewhere and I just failed my Searchfu?

Full Name

Vedika Bhatia

Race

Vishkanya

Classes/Levels

Unchained Rogue 3/Sorcerer 4/Arcane Trickster 3 | 56/56 HP | AC 17 T 13 FF 14 | Fort +4 Ref +10 Will +9 | Initiative +3 | Perception +14 {+1 vs. traps} (trap spotter) | Serpent's Fangs 7/7 rounds | Toxic 3/3 | Sorcerer Spells: 1st—6/7 2nd—4/7 3rd—3/5

Gender

Female

Size

Medium

Age

25

Alignment

Neutral

Languages

Common (Taldane); Draconic, Vishkanya

Occupation

Cook

Homepage URL

Inspirational Picture

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 11
Charisma 18

About Vedika Bhatia

Vedika Bhatia
Female vishkanya unchained rogue 3/sorcerer 4/arcane trickster 3
N Medium humanoid (vishkanya)
Init +3; Senses Perception +14, trap spotter

--------------------
Defense
--------------------

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 56 (3d8 + 7d6, +10 Con)
Fort +4 (+3 base, +1 Con) {+1 vs. poison}, Ref +10 (+7 base, +3 Dex), Will +9 (+8 base, +0 Wis, +1 trait)

--------------------
Offense
--------------------

Speed 30 ft.
Melee Kukri +8 (1d4+3; 18–20/x2; slashing; finesse)
Melee Punching dagger +8 (1d4+1; x3; piercing; finesse)
Melee Masterwork sap +9 (1d6+1; x2; bludgeoning; finesse)
Ranged Shuriken +8 (1d2+1; x2; piercing)
Spells Known (CL 7th; concentration +11)
• 3rd (5/day)—fly, gloomblind bolts
• 2nd (7/day)—glitterdust, hypnotic pattern, knock
• 1st (7/day)—disguise self, grease, hypnotism, true strike, unseen servant, vanish
• 0 (at will)—detect magic, light, mending, message, open/close, prestidigitation, read magic

(b) indicates a sorcerer bloodline spell.

--------------------
Statistics
--------------------

Str 12, Dex 16, Con 12, Int 13, Wis 11, Cha 18
Base Atk +5; CMB +6; CMD 19
Languages: Taldane (Common); Draconic, Vishkanya

--------------------
Feats
--------------------

Level 1
Cunning: You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Sorcerer 1
Eschew Materials: 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.

Level 3
Deadly Kiss: You can change your venom to poison those it touches.
Prerequisite(s): Toxic racial trait, vishkanya.
Benefit(s): As a swift action when applying your venom to a weapon or object, you can alter it to become a contact poison for 1d4 rounds. In its contact form, your venom has an onset time of 1 minute, and remains indistinguishable from your saliva or blood.
In addition, you can use your toxic racial trait one additional time per day.
Normal: Vishkanya venom is an injury poison.

Level 5
Sleep Venom: You can change the nature of your toxic spittle to put your enemies to sleep.
Prerequisites: Vishkanya.
Benefit: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.
Normal: Vishkanya venom deals Dexterity damage.

Level 7
Vishkanya Perfume: You can change your toxic spittle into poisonous breath.
Prerequisites: Deadly Kiss, toxic racial trait, vishkanya.
Benefit: As a swift action, you can expend one use of your toxic racial trait to alter your venom into an inhaled poison for 1d4 rounds. At one point within this duration, you can select one adjacent enemy to be exposed. In its inhaled form, your venom is an invisible, perfumed gas, and its DC is 2 lower.
In addition, you can use your toxic racial trait one additional time per day.
Normal: Vishkanya venom is an injury poison.

Level 9
Accomplished Sneak Attacker: Your strikes against a foe’s vital spots are extra deadly.
Prerequisites: Sneak attack class feature.
Benefit: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

--------------------
Traits and Drawbacks
--------------------

Fast Talker (Social): You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Missing Child (Campaign): You suspect that a child you know has been abducted.
Missing Son or Daughter: The missing child is your own son or daughter, a niece or nephew, or the son or daughter of your superior or employer and one you had been charged with protecting. The child was abducted during a trip to the market or some other daily event. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves.

--------------------
Adventuring Skills
--------------------

Total skill ranks: 36/12 (24 rogue, 6 sorcerer, 12 arcane trickster, +10 Int, +10 Cunning feat, +3 favored class; 18 background)

Acrobatics +8 (2 ranks, +3 Dex, +3 class skill)
Bluff +12 (2 ranks, +4 Cha, +3 class skill, +2 race, +1 trait)
Climb +6 (2 rank, +1 Str, +3 class skill)
Disable Device +17 (10 ranks, +3 Dex, +3 class skill, +1 trapfinding)
Disguise +9 (2 ranks, +4 Cha, +3 class skill) {+4 to pass for human}
Escape Artist +12 (5 ranks, +3 Dex, +3 class skill)
Knowledge (arcana) +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (dungeoneering) +6 (2 ranks, +1 Int, +3 class skill)
Knowledge (local) +9 (5 ranks, +1 Int, +3 class skill)
Perception +15 (10 ranks, +3 class skill, +2 race) {+1 vs. traps}
Spellcraft +14 (10 ranks, +1 Int, +3 class skill)
Stealth +18 (10 ranks, +3 Dex, +3 class skill, +2 race)
Swim +6 (2 rank, +1 Str, +3 class skill)

--------------------
Background Skills
--------------------

Profession (cook) +13 (10 ranks, +3 class skill)
Sleight of Hand +16 (10 ranks, +3 Dex, +3 class skill)

--------------------
Untrained Skills
--------------------

Diplomacy +4 (+4 Cha)
Intimidate +4 (+4 Cha)
Sense Motive +0

--------------------
Gear
--------------------

Total starting wealth: 240 gp

Traveler's outfit (free)
Courtier's outfit (30 gp)
Jewelry (50 gp)
Kukri (8 gp, 2 lbs.)
Punching dagger (2 gp, 1 lb.)
Shuriken, 10 (2 gp, 1 lb.)
Masterwork shuriken (300 gp 2 sp, 0.1 lb.)
Masterwork sap (302 gp, 2 lbs.)
Mithral shirt (1,100 gp, 10 lbs.)
Handy haversack (5 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Thieves' tools, masterwork (100 gp, 2 lbs.)
• Extra thieves' tools, masterwork (100 gp, 2 lbs.)
• 1,092 gp, 227 sp, 40 cp
]

--------------------
Special Abilities
--------------------

Vishkanya

Ability Score Racial Traits: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.
Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Vishkanyas have a base speed of 30 feet.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Deceptive: Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.

Unchained Rogue 3

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Chosen weapon(s): Kukri

Unchained Rogue 2
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Level 2 talent: Trap Spotter (Ex)—Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Unchained Rogue 3
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Sorcerer 4

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Bloodline: 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.
Chosen bloodline: Serpentine
Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.
Class Skill: Diplomacy.
Bonus Spells: hypnotism (3rd), delay poison (5th), summon monster III (reptiles only) (7th), poison (9th), hold monster (11th), mass suggestion (13th), summon monster VII (reptiles only) (15th), irresistible dance (17th), dominate monster (19th).
Bonus Feats: Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff), Stealthy.
Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Powers: The treacherous and yet hypnotic serpent’s blood that flows through you taints your magic with a sinuous and seductive grace.
Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Sorcerer 4 (Serpentine bloodline)
Serpentfriend (Ex): At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.

Arcane Trickster 3

Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.

Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

--------------------
Backstory
--------------------

Description: Vedika looks like a woman of indeterminate mixed heritage, with an olive complexion, slightly curly black hair, and dark eyes. She frequently accentuates her features with elaborate make-up, including dark eye shadow with wingtips. Tiny features—the ever-so-irregular shape of her eyes, the faintest hint of something scale-like along her hairline—give away her vishkanya heritage, but not to the degree of most of her kind. She assiduously works to keep these features disguised while moving and working among humans.
Vedika is slim and not especially muscular, but very agile.
When armed for the road, Vedika wears a dark bodice and skirt over a hidden mithral shirt, and a brown traveling cloak with a hood. She carries a heavy-bladed chopping sword that is crude but effective, as well as several small throwing stars. In casual settings she wears a simple corset, blouse, skirt, and stockings.

Hair: Black
Eyes: Brown
Height: 5' 9"
Weight: 134 lbs.
Age: 25 years

Personality: Vedika seems like an effusive, confident and capable woman. She keeps her secrets close, but on the surface is engaging and very good at small talk.
As with most vishkanya, she is actually keenly aware of her differences from humanity, and has some of the culturally-ingrained sense of superiority, though she does not have the arrogant disdain that some vishkanya show. Having blended extensively with many people in Korvosa, she has learned to appreciate "wondrous variety."
Vedika likes cucumbers, onions, mutton, and seafood. She likes children in small doses. She is indifferent to domestic animals except for snakes, which she coddles. She values her privacy and her freedom. She has had a few brief relationships, the last one a love triangle brought to a halt when her boyfriend was executed for various criminal activities. (He had, in fact, actually murdered several people, which is not uncommon among those with the adventuring lifestyle but less acceptable when you're doing it as part of a household robbery in the city.)

Background: Korvosa is one of the largest and most cosmopolitan cities in the West, so strangers from other parts of the world are not uncommon. Vedika, though, seems to blend in as someone who's from "just at the edge of anywhere." With her pleasant demeanor, indeterminate complexion, and disarming ability to redirect suspicions and conversations, she's always been hard to pin down—which served her well as she often worked to blend in. Her family had come from very far to the east and tried to lose themselves in Korvosa, for nebulous reasons that were never well explained to her. She suspects perhaps they were on the losing side of a political struggle with a vishkanya secret society, or maybe they were sent as sleeper agents for some conspiracy.
Recently, Vedika's younger sister, Sita, was abducted, and Vedika has spent the last several weeks trying to track down any leads to Sita's whereabouts.