The claw that strikes down at Tarvek is larger than he is, and is not much marked by the man's sword. A pool of blood spreads from the fallen Tarvek. *
I have neither the time nor inclination to take steps at present to prevent you from raising such a poor servant from the grave, if the mood so takes you, but I would be greatly displeased to hear that it had been done for any reason other than to impel your own, proper, rigorous disciplinary procedures. You once had some relatively ingenius ways of dealing with your own traitors.
Unless you have any further comments you wish to make, I shall take my leave of you.
* Imagine a tiny fly, unable to move from a spot, trying to stop or hurt a man from stubbing it out with a fingernail. That's approximately what Tarvek just tried to do.
Ouch. Well, he tried.
Suddenly, Dral appears in the circle. His eyes widen as he sees Tarvek's corpse, and he sees Joek not moving. His mind being significantly sharper than Tarvek's, he comes to a conclusion rather quickly. He lets out a cry of rage.
Joek smiles. "Ah, this is perfect! Guards! Dispose of this man! Daelemos, you may help if you wish."
The dragon glances down at Joek, not deigning to show signs of anything, except perhaps for impatience.
I am waiting for an explanation of just why your organisation has apparently recently become full of bleeding heart do-gooders? I had understood that you had always kept a tight grasp on your minions and underlings, and kept them away from attempting to ease the pain and suffering of others? Right now, however, I gather several of your organisation's officers have rushed off in several directions to attempt to prevent harm in occuring in situations involving the ones currently known as 'Aidan' and 'The Bard'.
Joek's voice is not pleased, but he maintains the smile. "What we do in our own organization is hardly your business, wyrm. We protect the Board, whatever the result may be to its inhabitants."
Joek hears the enormous dragon outside, and sighs. He walks outside.
He is disturbing, to say the least. Some of his skin seems to have been stripped from his bones, his face is practically a skull, and his eyes bulge out, flowing red. He smiles grimly at the dragon.
"Yes?"
A note: Most of what is ahead happens before the big dragon comes, until it reads 'your cue'. There was a big editfest. Meanwhile, Joek wanders into the study where Stina had been reading mere moments ago. His eyes fall upon the book, and the page that it is on. He swears. With a word, he destroys the book. "How did they find that?! I thought I had destroyed all of them...what to do?" He hesitates, then makes a decision. "They must be stopped. For the greater good. Guards!"
Joek scratches his chin. "I wonder...but very well. Kobold Cleaver, I am putting you in charge of this siege. If it fails, I will hold you responsible."
Joek glares at Kobold Cleaver. "Your team failed. Funny thing, though: You sent 17 new recruits on the trip. Losses were terrible because of this. And now three of our best soldiers cannot help in the siege because they are banned from the Eyrie. Kobold Cleaver, please explain to me how this is not a sign of your true loyalties.
Suddenly, Esmerelda and Meepo collapse. They try to rise, but cannot.
Joe smiles grimly. "Sorry,Mom and Dad. You talk too much."
The bodies vanish.
Joe turns to Kobold Cleaver.
"Get back to work."
"Actually..."
The figure takes off his hood. Under it is a skeletal kobold, with a strange orb in one eye. But it is Joe.
"...It could."
Plantjack leaps back in horror, causing him to lose his grip and fall.
"YouAAAUG!
Joe raises a claw and Plantjack stops falling.
"You know, I should really kill you both. You jeopardize the mission. But Lynora is too powerful for me to fight, amazingly, so the bint and the plant will live. I will give you two a warning, now, and that is quite generous of me: Kobold Cleaver could be instrumental to the return of the order. So there will be no interference, or someone dies."
He vanishes.
Suddenly, a cloaked figure appears.
"Actually..."
The figure takes off his hood. Under it is a skeletal kobold, with a strange orb in one eye. But it is Joe.
"...It could."
A few hours ago... It is a slow, dull night at the clubhouse. Suddenly, Joe flies out from the basement.
"Free!" He shouts, and blasts the door apart. He flies out, into the night.
Joe sneaks in, looking nervous.
"Um, guys? You're the wind guys, right? It's just, we haven't seen you lot in a while. And, well, we could really use your help."
Everyone hears a voice coming from the basement.
"Hey, did we just get stuck in the RPG pocket dimension? Great! Maybe this place will be less painful than the True Board!"
...standing in the cold shallow water. Of course, at that moment, I realized my mistake in having already used the legendary fang of Umbagalathinga...PJ is momentarily distracted by Frat's rummaging, when a bear trap snaps shut on his arm in a trunk full of oriental rugs and silk kimonos. Frat old boy! The humidor with the Cubans is over by the octagonal stand by the divan. No, the divan opposite the hookah. Anyway, as I was saying, there in the dim light we beheld the shades of the Utratabai. Their fierce, pale eyes glowed like aquamarines in the darkness of the well, some 20 or 30 feet further down the passage. At that moment, the kid-goat that Reggie had tucked into a sling around his neck bleated, and I remembered my Homer. Turning and taking the goat, I held it and my gurka knife before me. "Accept this blood and give us passage!" I said to the shades. They moaned lowly their assent, and as the poor beast's hot blood gushed forth into the waters of the well, they stepped aside and knelt down to drink, and we did pass. So proceeding with only the beam of our single bulls-eye lantern to guide us into the recesses...
Goat murderer. Killing an innocent beast to save your own stupid hide.
Get..back...to...the...electric...chair...NOW!
Oh, now we see the violence inherent in the system.
Bloody peasant.
Hey cuz, you help me out? I'm being oppressed.
...standing in the cold shallow water. Of course, at that moment, I realized my mistake in having already used the legendary fang of Umbagalathinga...PJ is momentarily distracted by Frat's rummaging, when a bear trap snaps shut on his arm in a trunk full of oriental rugs and silk kimonos. Frat old boy! The humidor with the Cubans is over by the octagonal stand by the divan. No, the divan opposite the hookah. Anyway, as I was saying, there in the dim light we beheld the shades of the Utratabai. Their fierce, pale eyes glowed like aquamarines in the darkness of the well, some 20 or 30 feet further down the passage. At that moment, the kid-goat that Reggie had tucked into a sling around his neck bleated, and I remembered my Homer. Turning and taking the goat, I held it and my gurka knife before me. "Accept this blood and give us passage!" I said to the shades. They moaned lowly their assent, and as the poor beast's hot blood gushed forth into the waters of the well, they stepped aside and knelt down to drink, and we did pass. So proceeding with only the beam of our single bulls-eye lantern to guide us into the recesses...
Goat murderer. Killing an innocent beast to save your own stupid hide.
Hey, cuz? Ha, ha, very funny. Now come back an' untie me! You were jokin', right, cuz? Right? RIGHT?! Don't you DARE teleport away! My mum's gonna kill ya for this! Don't you darer teleport! Don't you--ah crap.
Hey! Tree! Are you aware that your irritation is a sure sign of a mistletoe infestation!
And LastKnightLeft! You know how you're scratching your butt a lot? That's a sure sign of a worm infestation!
Uh-oh....I was kinda counting on my Aunt bailing me out of this fight.
Hmmm.....something witty....something that will strike fear into the heart of the enemy....
"Alright folks, there's another brawl in the boards, and you know what that means. Place your bets here. The Knight and Plant are equally matched, with the Kobold in a distant third, for his lack of witty reparte. Place your bets, place your bets!"
Yeesh, I go to the bathroom for a few minutes and when I come back, people are already insulting me.
However, I don't have the time to fight for my stupid cousin. He'll have to fend for himself. At least LastKnight won't have to change the name.
Bye, all!
BOOOOOOOOO!
Uh-oh....tough crowd.
Um, a kobold, a knight, and a tree walk into a bar...
"Alright folks, there's another brawl in the boards, and you know what that means. Place your bets here. The Knight and Plant are equally matched, with the Kobold in a distant third, for his lack of witty reparte. Place your bets, place your bets!"
Yeesh, I go to the bathroom for a few minutes and when I come back, people are already insulting me.
However, I don't have the time to fight for my stupid cousin. He'll have to fend for himself. At least LastKnight won't have to change the name.
Bye, all!
Whaaat? Wait! Cuz, come back! C'mon! This ain't funny! You aren't still mad about that time when you were in 1st grade and I embarrassed you in front of your friends by showing them your geeky shaman spellbooks, are ya? Hey, come back!
-------------------------------=STATISTICS=-------------------------------
20 Point Buy
Str 09 [-1][08][01p][-6Race][+2item]
Dex 26 [+7][14][05p][+8Race] [+2Item][+1 inherent bonus to Dexterity][+1level]
Con 12 [+1][10][00p][+2item]
Int 24 [+6][16][10p][+2Race][+2level][+4item][+2Wish]
Wis 14 [+2][12][02p] [+2item]
Cha 16 [+3][12][02p][+2Race][+2item]
-------------------------=Traits=----------------------
Traits:
1: Lesser Noble [regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
2:Rich Parents [social]
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.
----------------=Drawbacks=-------------------
1: Fear of cold Iron.
Will not touch or handle cold Iron willingly.
1: Fear of Bats.
-1 to Will Rolls when close to Bats.
DEFENSE
[+4AC Size -4CMB +4CMD]
hp As class
Fort +0, Ref +5, Will +2
DR 2/cold iron
OFFENSE
Speed 15 ft., fly 60 ft. (perfect)
Space 1 ft.; Reach 0 ft.
STATISTICS
Feats: Hover
Skills:- Escape Artist +4, Fly +8, Perception +2, Sense Motive +2, Stealth +8
Languages Common, Sylvan
SQ luminous
SPECIAL ABILITIES Luminous (Su)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
Spell-Like Abilities:
A fey creature with an Intelligence or Wisdom score of 8 or more has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD (or the caster level of the base creature’s spell-like abilities, whichever is higher).
Race: [Sprite]
Spell-Like Abilities (CL=Class)
Light like effect [At will]
--------------=Feats=-----------------
Level Feats:
1:Heros Fortune
2:Eschew Materials
3:Extra Investigator Talent
You learn a new way to use your training and inspiration.
Prerequisite(s): Investigator talent class feature.
Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.
4:Arcane Strike (Combat) [+3]
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
5:Extra Investigator Talent
6:Blood of Heroes
7:Leadership
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
NOTE: The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator’s class skills.
Skill Ranks per Level: 6 + Int modifier..
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score. At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).
This ability replaces alchemy.
Investigator Talents
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
1: Used By Class
2: Underworld Inspiration (Ex) [feat]
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
3: Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
4:Rogue Talent (Ex) Fast Stealth (Ex)[feat] [Fly and use Stealth]
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
5:Quick Study (Ex)
Benefit: An investigator can use his studied combat ability as swift action instead of a move action.
[6]Eidetic Recollection (Su)
Prerequisite(s): Investigator 11th level
Benefit: An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Psychic Meddler (Su) [+4]
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su) [6]
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
Mindtouch (Su):daze (DC 16)
The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Studied Combat (Ex) [+7]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) [+6d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Starting cash 1180gp [1
*all Items are Diminutive* wight is 1/10th
Tinny Dagger 1gp [1/10lb]
Clothing: Sic Fi music outfit [1lb] [10gp]
Magic pouch of gold coins.
*The Fey Tailer Rumpelstiltskin made for Lord P and fine Fey lords outfit. Which has a number of magic gammers intertwined into it.
Lord McGibles Cloak, Robe of home - is, in fact, a Minor bag of holding 2000gp 2lb [holds 50lb] [ It measures 2 feet by 4 feet [1foot x 1foot folded.] and can carry up to 50 pounds or 6 cubic feet of material.] Inside holds a fully made Fey house. He keeps his clothing and food in here. When opened the front of the house is opening a lockable opening to his Magic home.
Inside:
His ref books,
Bedding and other household items. [8gp]
All remaining cash [104gp]
Tech Work shop, in his tiny house. [Found]
Clothing [10gp]
coffee beans 1lb [2gp]
4x bottle of brandy [2gp]
Free water/wine/food from baqit [--gp] 5lb [Weeks of stuff]
Wayfinder [500gp]+[400gp]
Light at will]
+2 circumstance bonus on Survival
Slotted ioun stone
Cracked Vermilion Rhomboid: Cracked: grants the wearer a +5 competence bonus on Acrobatics and Swim checks. Price: 400 gp + Breathe water for up to 10 minutes per day, Useable in 1-minute increments.
Wand of CMW 40/50 [2d8+10]
None slotted Items
Silverpoint Pen and notebook. [2gp]
*2 Wish Int +2 = [50,000gp]
-=Carrying Capacity=- Light 0-11 lb. Medium 11-22 lb. Heavy 22-44 lb.
-=Current Load Carried=- 7.5 lb.
Five things about her background
1. Lord Perpireen McGibel
Is a spy in the realm of mortals for the King under the hill, he has been sent out to keep up with what is going on. Time does not move the same in the fay realms and so, A moral there may see all his loved ones pass away or come back and old man. The king told him to spend 101 trips in the realms of mortals and he has, having been out now some 50 times.
2: He is a sneak and a finder out of things, to make ends meet, he works for whoever can pay, to he has the coin to do as he like. He dose not carry gold for the coins are to big but does carry small gemstones. in pouch. He likes gems a lot.
3:Knowing things and magic are his way, Her has only a tiny blade for cutting food, and now other weapons. Be he has the magic to heal things about and so hurt others should they try and harm him.
4:He has a strange Sense of Humor, liking jokes and tricks of all kinds. He gets on well with halflings and Gnomes. Enjoying there company.
Two Goals
1. Do as his king bids and found out about the moral world.
2. Marry one of the kings many Daughters and become a fey prince
Two Secrets [One known/one unknown]
1. In the Court, they all think he was banished by the king under the hill as a joke, but in fact he is working for the kind as a spy.
2. The King under the hill wants him to find out how one can gain a soul. This is the king of the hills great desire.
Three People [2 friends 1 enemy]
1. Niroc Blink, A human noble trader he has worked for.
2. Black Heart Reena, I female Gnome gang boss, who he once loved.
3. The church [Costodese], A group who hunt down immortal outsiders like fey and kill them.
Three Memories
1. Sitting still in the roof of a house, waiting for a rich banker to fall asleep. Flying down to his office and looking at his debt books.
2. Standing and watching the last stone being placed on the great pyramid.
3. One day while his King In Ireland, the fabled "The King Under the Hill" King of Childs tales . Bards will know of him etc, was at court he overheard Perprireen bagging of his trips to the moral realms. Bosting openly how he would be seen as great hero there. The king then bet him, that if he could show he was indeed seen as a hero to mortals, Then he could take his pick of one of the kings Daughters in marriage. So taking the bet Perpireen set off once more to the sound of the king saying.
"Perpireen, come back in 101 years and show use what a hero the Mortals think you"
NOTES:
Lord P possess aquamarine jewel called the Tear of Poseidon,
Which was in the sunken temples of Atlantis. And one means to set Marid Harbor Master Of Anfa