Actually...and this is a little very mean...you could goad the PCs into killing Caromarc. (Most parties seem to lean towards shoot-first-ask-questions-later, anyhow.) Leave the dead wife to bestow that information which Caromac should have, and convey in the process that he wasn't actually such a bad guy, merely much-abused. If you're playing up Daramid as less than likeable (a la Freund), then your PCs have just done a favor for rather a villain, by slaughtering a tortured noble.
See, my players won't go for the random bully BBEG. Bullies are boring. The real hook has to be the threat to their livelihood, the freedom of life in the Shackles. My Harrigan sees himself as...a man who has had to make hard decisions. The fact that my players disagree with those decisions is what sets them against him, not the fact that he beats people up. I mean, why would Grok stick around some arbitrary sadistic maniac when there are other ships, other captains? Aside from all that, I like developing a certain sympathy for the guy, especially as opposed to Scourge and Plugg - whom he's employed because he's hard-pressed more than because he likes them - and then pit them against him. Still, different strokes, an' all that.
Thanks for the quick reply! I totally understand the first answer, the reasoning behind it, etc. As for the second, I suppose it's a bit homebrew but I tend to think of Absalom as inspired by Ankh-Morpork. The Patchwork City, and all that, you know? I wouldn't think anyone would be surprised at a kobold wandering the streets, or a goblin, or an orc - despite the more extreme prejudices in some less cosmopolitan areas of the globe. Still, for Organized Play, the ruling makes sense, or sense enough to be getting on with at least.
If three of my players wish to play registered PFS characters, who receive Chronicles and all that, and one character wishes to play a kobold who tags along with the group and couldn't give a cranium rat's arse about official Chronicle submission...is that kosher? Is there some legal requirement for any given scenario to be entirely official?
I'm actually playing him up as Neutral to my party (while leaving him NE-ish)...I wanted them to really dislike Scourge and Plugg, and their thugs, and adding Harrigan - whom the PCs hardly see in the first book, despite being stuck on a boat with him - was just too far to try to spread the hate, and for no profit. Meanwhile, if Harrigan isn't such a bad guy in the day-to-day but he's made this really terrible deal with Cheliax, there's a nice complex piece of motive for them.
Actually James, your logic - or perhaps more aptly, your notion of my logic - is flawed. It's like different programming codes - I'm not following a RAW-based logic system. I don't equate "bound" with "paralyzed" or "unconscious." One size does not fit all. I follow concept-based logic systems - a supernatural shadowcrafter, known for weaving darkness and dancing within it, can absolutely coax a bit of shade from the corner. It doesn't actually break any RAW that I've seen, and you'd have to go out of your way either to discount it or to break it. The concept is sound, and awesome, and very much situational.
I still say he doesn't move, and the ability doesn't let him escape - it has little other than roleplay value, as what guard in this world would be totally unfamiliar with magic? Maybe it's worth an intimidate check, or a circumstance bonus to escape artist if nobody's looking just that moment. Really, though, any half-intelligent guard is probably going to lash out right where the Shadowdancer [still] is, possibly with a boot, and say "Stop that!" Either way, it's still a great scene.
Mikaze wrote:
Singular. ;) Also, Binar? Lunar would be an enjoyable concept...though possibly better suited to a separate guide on Lycans in general?
Mister Reynolds wrote: Likewise, the game doesn't say you can only wear one mundane disguise at a time, but that's a reasonable assumption. "My rogue is getting the benefits from the hobo disguise and the clown costume, right? No? How sad."
Except that - and I realize this will never please a rawyer, but here it is - wrapping the darkness about you, being so intimate with it as to coax the shadowstuffs into the light, is a wonderful image. Rich, cinematic, fun to describe, fun to imagine. 'Drawing power from shadow' is flat. It's bland bloody boring. Come to that, turning straight greenscreened 'invisible' is awful boring, too, especially for a shadowdancer. NobodysHome set the scene beautifully - many of the nice folks here have supported that by, frankly, plenty of RAW for me. Anyone else - sorely lacking in imagination. :P
Well, you could be incredibly (dwarfishly) straightforward, and call them The Mines. Or you could add a randomly appropriate-sounding surname - Stonefist, Stonehammer, Ironblood, Ironveins, Hardarse, Hardhammer, Stronginthearm (yep, that one's stolen from Pratchett). Or you could name them the Mines of _____ (wherever you happen to be...Moria, for example). Mercenaries might be partial to a clan name - Goldfist Clan Quarry - or an intimidating one - Granite Grave Co. That last might be true enough, also, as the lime could be used to make a strong base...as in, mafia-strong...in which to dissolve bodies. 'Granite & Lime Gravestone Company' could have a lot of possible plays.
See, the digital stuff is nice, but I really go for this traditional watercolorist. She'd be fantastic for some First World illustrations! Love the Iron John cover she did...I used him for a character portrait once, an old dwarf druid.
I'm gonna go with Sun Wukong. Emphasis on "flip." I'm gonna throw two out there to match the split trend, one silly one serious. Silly : She Blinded Me With Science - Thomas Dolby Serious : Labyrinth, from Dot Hack.
Might I simply add that I enjoy the image of a Dhampir drinking potions of inflict? If he's passing for human, it's even better. End of battle, party's healing, and the Dhampir takes a swig of his potion. Fighter comes over, 'Hey, can I get a sip of that?' Dhampir looks a bit awkward...'Ahm, no.' Then he moves out of range of the cleric's channel. Hah...the scene almost writes itself.
...Did anyone else just get the Flash Gordon theme song stuck in their head? Just me?
I picture Druidic as Ogham, you know, the old Irish tree alphabet? So it must be written somewhere, yes? Loremasters - being linguistic specialists and also interested in old/forgotten/lost relics, ruins, etc etc - could easily have stumbled onto an elaborately carved staff, or tree, or shield, anything that has enough of the language to decipher. No druids required. That being said, would knowing druidic get you Bluff/Disguise bonuses to pretending you're a druid?
I was going to put this in Rules, and then I thought maybe Homebrew...it's not really Advice. Ultimately, I figure if someone wishes to move it they will. So what do you folks think? Would you allow a Scrollmaster Wizard to multiclass Bladebound Magus, with her scroll blade doubling as a black blade? I know the scrolls change, but supposing that the magic animating them is the same? I don't see any particular reason why not, although I haven't looked very closely. Thoughts?
Slight tangent, but I've never been satisfied with the all-or-nothing nature of RPG linguistics. I allow my PCs to break any "known" language into two "conversational" ones or three "broken" ones. Granted that this runs the risk of turning into a tedious mini-game, and nobody wants to roleplay a language barrier for long - fortunately, we haven't had that problem yet. Er, back on track, Int was originally intended to be roughly representative of IQ/10. So you're talking 300 IQ - if you put any stock in IQ, anyrate - pretty much William James Sidis. As the Wiki will tell you, Sidis was rumored to speak forty languages or more. I'd imagine that after the first dozen, it's not so hard to pick up anything in the general vicinity - you know, Latin, Germanic, Cyrillic, Slavic, what have you. Same might hold true for fantasy tongues.
RAW? Don't know - but I've seen a lot of folks apply the variant only to PCs, and leave everyone else with HP. It preserves the cinematic feel for your players (and toughens them up a bit, early on) without complicating your work for the rest of the world. Haven't tried it yet, meself, but it's a thought.
So, actually running an AP raises so many more questions than playing a character. A few things I've attempted to sort out : What language ought to be spoken in Ustalav? Because Skald doesn't make any sense, no matter what the guide says. I was thinking Romanian, only I've used that for Varisian (on account of them being largely inspired by Roma, and also the migration from an Italian-style Chelish, I don't know, it seemed to fit). I thought about Hungarian, though I'm using that for Brevoyan - it seemed odd to repeat the Irrisen esthetic in Brevoy when there's this lovely Hungarian style just sitting around collecting dust. Then, given Lepidstadt and whatever else, I was thinking maybe this is the German I was looking for. Only it's a little unfair to dump the country of spooks and horrors on Germany...or anywhere, come to that. So my fix is this - "Stalav" is an odd, cobbled collection of Brevoyan (Hungarian), Varisian (Romanian), and northern Andoran (German). Gives me lots of word choices for just that perfect esthetic, and also keep those grammar-nazi players at bay. (I actually have a player who's fluent in Romanian - who knew?) Meanwhile, now I've got Varisian, which I was thinking of before as the south of France (used a picture of Eze for Sandpoint, it's a perfect fit), and now I've gone and made it all Romanian. My solution, I think, is to have some odd city-evolution Varisian (French), as opposed to the 'wild' Varisian (Romanian), except I don't have an excuse for it yet. Working on that. I've adopted Brambleman's notion of Draconic as Latin, only I've kept Latin for Infernal as well - the difference being that demons have added to the old language, overcomplicated it, thrown all manner of conjugations and circumstances in, so that it's a massively complex knot of gobbledegook and legal jargon, very difficult to sort out by anyone who isn't either demonic, trained to it, or extremely patient and perceptive. I like Bomanz' use of Celestial, as well - a chorus, probably of simply sung notes, not even words, very tonal. Normal humans would never be able to get it quite right without some assitance - perhaps magical, or else just several voices chipping in to 'speak' simultaneously - though one could generally do well enough to be understood. On the same note, Abyssal could be a multitonal screeching/baying of dogs...it might not even quite matter which you go with, dialects varying massively, if only the tone and intention are important. More descriptive than translative. This would lead to all sorts of arguments and misunderstandings, but, you know...devils. I was going to say that Sylvan is Irish Gaelic, perhaps with a shot of Scotch, but I got to thinking about Aklo and Old Gnome. Old Gnome (I don't think there is a New Gnome, they just call their own language Old Gnome.) should be Irish, and Irish Gaelic, and Scotch Gaelic, and probably some Cornish, a bit of Yorkshire, and odd bits of French as well. It's a large language, breaking all its own rules, but fairly simple and adaptable, like English is in our world. Easy to learn, if perhaps difficult to master. Aklo, however, hrm...Aklo is totally dependent on story, setting and situation - sometimes it's the howling of winter wind through an ancient wood, sometimes it's the keening of a kestrel, or the long, sad note of an instrument. It takes experience to even recognize it as a language. That's fey for you. So then Sylvan should be similar, but not so bleak - don't have any examples off the top off my head, though. Whew - didn't realize I had that much saved up. Alright, then - thoughts?
You know, I don't really see the problem. I mean, the trope is certainly valid, and there are plenty of divination-type spells/senses to get around the mechanical issues. Detect spells would be tons of fun to RP. Of course you're right, it isn't comprehend languages, but then couldn't read magic be synesthetic? The only issue is the fact that remove blindness exists, but if, for example, the character has had their eyes put out...well, regenerate's a long ways off. I'm not saying this should be a common occurrence, but I still enjoy the notion.
You can see where this is going. I suppose the most integral question is, Does Braille exist? So yes, I know that Clouded Vision =/= Blind. The question is, how might you handle a character who wanted to play it as Blind, and then transcribe scrolls by touch? Could comprehend languages be considered synesthetic? Are there precedents for this? Drow Sign, for example, is a language - yet comprehend languages doesn't translate it, for fairly obvious reasons. Still, I'd be tempted to allow Braille...I can't see any major rules issue, other than that nobody else in the world would know it - but then, if comprehend works for the Oracle to read other scrolls, then other casters could use it to read the Braille, yes? What would you name a Golarion-themed braille?
Very sensible - thanks, Jeff! Though...in retrospect, it was probably a bit of a moot question. I'll probably end up trying to playtest anything I would wish to pitch, to make certain it's as enjoyable as it sounds, you know? So it might suit me better to write a pitch after I've got a draft and edit as necessary. Still - thanks!
Somewhat necromantic of me, but I'm seeing references to two different submission goals - the '12k adventure' and the '750 pitch'. Realizing that most of the threads in this forum are a few years old, should I assume that the 12k submission is a thing of the past? Or am I just failing my Perception check?
About Heinrich Cornelius AgrippaHeinrich Cornelius Agrippa Von Netteshiem
Attacks:
Red Destiny+1 Keen Short Sword(Melee) +9 1d6+1 15-20x2 L. Crossbow (Ranged]+8 1d8 19-20x2 80’ 18 Bolts Studied Combat +4 to hit/damage Cultists, +2 vs others Studied Strike +2d8 vs Cultists, +2d4 vs others Favored Class Bonus:
1 +1HP 2 +1HP 3 +1HP 4 +1HP 5 +1HP 6 +1HP 7 +1HP Adventuring Skills:
Acrobatics (Dex) 7+3+2-1=+11 Bluff (Cha) 3+3+1=+7 Climb (Str) Diplomacy (Cha) 1+3+1=+5 Disable Device (Dex) 7+3+2=+12 Disguise (Cha) 1+3+1=+5 Escape Artist (Dex) 3+3+2-1=+7 Heal (Wis) 1+3+1= +5 Intimidate (Int) 3+3+3=+9 Knowledge (all) (Int) Arcana 3+3+3+1=+10 Local 2+3+3+1=+9 Nature 1+3+3 =+7 Religion 6+3+3=+12 Dungeoneering 1+3+3=+7 Planes 4+3+3+1=+11 (Focus) Perception (Wis) 7+3+1=+11 Sense Motive (Wis) 7+3+1+2=+13 (+3 to determine if Insane) Spellcraft (Int) 7+3+3=+13 Stealth (Dex) 4+3+3=+10 Use Magic Device (Cha) 2+3+1=+6 Background Skills:
Appraise (Int) Craft (Alchemy) (Int) 1+3+3+1=+8 Artistry (Int) Sleight of Hand (Dex) 2+3+2=+7 Perform (Cha) Profession (Wis) (Private Investigator) 2+3+1=+6 Lore: Dreamlands (Int) 3+3+3=+9 Linguistics (Int) 1+3+3=+7 Knowledge (History ) (Int) 2+3+3=+8 Knowledge (engineering) (Int) 1+3+3=+7 Knowledge (geography) (Int) 1+3+3=+7 Knowledge (nobility) (Int) 1+3+3=+7 Languages: Common, Varisian, Undercommon, Aklo, Abyssal Items/Gear: Traits and Drawbacks
Methodical Mind(Campaign):
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills(Local, Planes, Arcana). You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill(Planes). When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules. Analytical(Regional):
Source Advanced Class Origins pg. 15 Requirement(s) Ustalav You have been trained in the analytical thought process preferred by the professors of mortal sciences at Lepidstadt University, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result. Bruising Intellect (Social):
Source Ultimate Campaign pg. 59 Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Drawback: Vain:
Source Ultimate Campaign pg. 65 You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours. Class Abilities
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. Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge,Linguistics, Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand ,or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Sense Madness (Ex):
A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity. This ability replaces trapfinding. Purify Mind and Body (Ex):
At 2nd level, a cult hunter gains a +1 bonus on saving throws against compulsions and poisons. This bonus increases to +2 at 5th level and +3 at 8th level. At 11th level, a cult hunter who fails a saving throw against a compulsion or poison can expend 1 use of his inspiration to reroll the saving throw (and his inspiration die, if added to the save). He must accept the result of this second roll, even if it is worse.
This ability replaces poison resistance and poison immunity.
Student of the Beyond (Ex):
At 2nd level, a cult hunter gains a bonus equal to 1/2 his class level on Knowledge and Spellcraft checks made to recognize any calling and summoning spells, portals, rifts, and planar travel.
This ability replaces poison lore. Keen Recollection::
At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Ambush Defense (Ex):
At 3rd level, a cult hunter gains a +1 insight bonus during a surprise round triggered by his enemies on Reflex saves and to his AC. This bonus increases by 1 for every 3 investigator levels beyond 3rd.
This ability replaces trap sense. Cultic Study (Ex):
A cult hunter can spend 8 hours studying a specific deity or religion to gain a +1 bonus on Bluff, Intimidate, Knowledge, Perception, and Sense Motive checks against followers of that deity or religion and against extraplanar creatures. These bonuses increase by 1 for every 4 investigator levels beyond 4th. If he studies a new deity or religion, the bonuses replace the former bonuses. This ability replaces swift alchemy. Studied Combat (Ex):
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. Cult Combat (Ex) A cult hunter’s bonuses on attack and damage rolls when using studied combat increase by 1 against followers of the cult he chose with his cultic study ability and decrease by 1 against other targets. This ability alters studied combat. Studied Strike (Ex):
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. Cult Strike (Ex) A cult hunter’s studied strike uses d8s for the bonus damage against targets that belong to the cult he’s studied. Against other targets, his studied strike uses d4s for the bonus damage. This ability alters studied strike. Summoning Sense (Su):
At 7th level, a cult hunter gains the benefits of uncanny dodge and improved uncanny dodge against summoned creatures. Investigator Talents Infusion:
When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Underworld Inspiration (Ex)::
An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.) Quick Study (Ex):
An investigator can use his studied combat ability as swift action instead of a move action. Expanded Inspiration (Ex):
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. Feats LVL1 Weapon Finesse:
Benefit: With a light weapon, elven curve blade, 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. Human Bonus Feat Extra Inspiration:
You are more able to draw upon inspiration than most. Prerequisite: Amateur Investigator or inspiration class feature. Benefit: You gain three extra use per day of inspiration in your inspiration pool. Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day. LVL3 Extra Investigator Talent:
(Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.) LVL5 Extra Investigator Talent:
Expanded Inspiration (Ex) 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. LVL7 Feat: Extra Investigator Talent:
Amazing Inspiration (Ex) When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent. Personality and Description:
Agrippa is an analytical, methodical thinker who solves problems with his brain. He has a sharp tongue and takes excessive pride in his expertise or skills. His obsession with detail and planning lead him to sometimes come across as brusque or unempathetic. Agrippa is a tall gaunt man with thick eyebrows and piercing grey eyes. The words thin, sinewy, intense, and austere can all be used to describe Agrippa. Agrippa dresses in simple plain and utilitarian clothing. Gear/Money:
Red Destiny (+1 Keen Short Sword) +1 Studded Leather Cloak of Resistance +1 Sipping Jacket +2 Dex Belt Light Crossbow Bolts x18 Lesser Bag of Holding with Monograph E.L. (It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.) Books: On the Treatment of Ambitions, Disappointments,and Regrets by Doctor Beaurigmand Trice, On Violent Sands by Doctor Henri Meirtmane, and a signed copy of Ailson Kindler’s Galdyce’s Guest: Feast of the Nosferatu, Chain of Nights 0 GP Pnakotic Manuscripts:
An ancient Aklo text that contains information about portals and conjuration magic. The book is relatively large, weighing 10 pounds and containing over 500 pages of parchment. The book also encompasses knowledge about flying polyps, yithians, and many other creatures associated with the gods of the Elder Mythos. Spending a week of continual study grants the reader a +4 circumstance bonus on all Knowledge checks pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate, greater teleport, greater planar binding, interplanetary teleport, lesser planar binding, planar binding, plane shift, teleport, teleport object, and teleportation circle. Chain of Nights:
Written in the late 1200s by the Keleshite doctor and seer Valhadis, The Chain of Nights explores the brain as an organ, as the lens of perception, and as the throne of something more. The Chain of Nights is first and foremost a text on the anatomy and workings of the brain, and the first several hundred pages concern themselves with diagnosing, analyzing, and treating—via therapy, drugs, and basic surgeries—numerous physiological and psychological afflictions. Only in the final third does the tome turn toward more esoteric topics, such as the source of nightmares, accounts of the Dimension of Dreams, and descriptions of the creatures that live there. Any reader who spends 1 hour consulting The Chain of Nights can immediately after use the hypnotism occult skill unlock (Pathfinder RPG Occult Adventures 195) once per day even if that character isn’t capable of casting psychic spells or doesn’t possess the Psychic Sensitivity feat. Also, after 1 hour of consulting the tome, the reader gains a +2 bonus on a single Knowledge (planes) check related to the Dimension of Dreams. Additionally, the tome contains the spells dream, dream council, dream scan, dream travel, and nightmare. Most notoriously, it contains an elaborate—and some say flawed—ritual for releasing one’s dreams. While the rite functions, the side effects of failure can create dangerous beings known as oneirogens. RELEASE NIGHTMARE
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