"Hello again! We didn't mean to interrupt your... spot of fishing, I guess, but we were wondering if there was anything you would now about that scroll you fished up or this here map? Elsewise any avian wisdom you could grace us with?"
"You mean that fish you scrolled up and took with you? No. As experienced a fisher as I am I have not seen its like before or since." says Owl sagely.
The party trudges up the stairs once again awash with sea water from above. As they climb they can hear Owl shouting in excitement over the roar of the water, presumably to the Albatross.
"HAHA! DIDN'T I TELL YOU!" He's holding his spear now with a line attached to the end. The other end of the line is in water near the stairwell. As he sees you emerge his exuberance turns into disappointment, and he says: "Oh, it's you again."
"You're the ones who want to talk to that monster. Maybe your friends should have thought about that before going up and getting themselves swallowed." says Owl.
"Better you than us!" says the Owl without hesitation.
Remember, diplomacy usually takes a minimum of a minute to use, and often much more time.
There is water coming down the stair as well but, because it is a metal grill stair most of it just splashes though to the dark sub-basement below. Like the mezzanine has a rail that most of the water pours though so there is only about an inch or two of water up there. None of this hampers anyone's movement (though stairs just by themselves are difficult terrain).
And finally, the stairs on this floor have an elevated two-step stone riser that keeps the foot or so of water your PC is standing in on this floor. Otherwise it all would have drained into the basement, which folks can see (by looking down through the metal grill stair) has about 3 or 4 feet of water in it at present.
Re-engaging the owl and albatross, New friends, we seek the character you described earlier. Where did you last see it?
"Yes, please give us these information! This person that you described is obviously responsible for the grief of this big fish that is pouring water into the library!"
"Well, he's sort of about size of your troglodyte friend." Owl says nodding to Fentar.
The Owl does better, and while it looks like he was about to soar off into the library, he stops short, and casts a familiar spell (color spray Will DC 14) upon Bernard. and Xusius (and Albatross).
Kolris catches Derkhan's signal, and notices the bit of paper. Reminded of Virml's fragment of the poem, Kolris calls out to the pair.
"Say... we have a bit of a poem, that I think might be about you two! How did that go now?" Hoping that it feeds their vanity, Kolris reads it aloud to them... but only the part about them, for now.
The Name of the Fox wrote:
"Cross! Cross was the owl at the albatross
For catching the bulk of the fish
So the owl cast deeper, awaking a sleeper
Who made of both feathers one dish."
"Amateur doggerel." says the Owl. "To think that you would think that that has anything whatever to do with us. Hrumph."
Knowing less than nothing about the natural world, Pau confronts the creatures. ”You there! Do you two know anything about the flooding of our library? We are here to stop all this and dry the place out. Owl, have you caught anything interesting,” he calls out, hoping the dumb poem applied here.
The Albatross hides a smile behind one wing, while the Owl bristles and shouts: "Of course I haven't what with big job, ninnies like you tramping around, and scaring all the fish!"
"I would have caught that much, and more, if it weren't for you lot, and that ninny dog-cat fellow tromping all about the lake here, ruining our fishing spot!" yells the Owl, who is promptly shushed by the Albatross. Both give a nervous look back and up at the waterfall.
Owl shoots him a look, and continues. "Anyhow, after some consideration I decided it best to move to deeper waters and cast our lines there. So off we went. Almost immediately I got a bite, and after a long, and terrific battle, I was finally able to reel the beast in."
Owl pauses for a moment reflecting with pride upon the memory. This goes on for quite a while until the Albatross clears his throat meaningfully.
"Where was I? Oh yes. The Sleeper. One of our lures or sinker must have awaken it from the deep. A huge monster fish as big as the sea itself came galumphing up out of the depths, and SNAP! swallowed us whole."
"I'm not exactly sure I should, considering how they've acted." says the Owl with an air of aloof indifference. At least he, and the Albatross do not seem unfriendly any more.
He chuckles when he sees the small creatures. "Gathlains," he begins, stoically describing the creatures, as if reading a text. "Fey creatures; from the First World, obviously. Those leaf-wings allow them to fly. Mischievous, capricious, and discordant, even for fey." He gives a glance over at Jezu. "It's said that even gnomes find them to be a bit extra."
GM awaits Lezu's reaction to "even gnomes" line.
"Aye? And do those pinty ears tell you that you're A GREAT CLOD-HOPPING NINNY!!" shouts the owl.
"And whoosh, here we are!" finishes the owl in a loud rush to get his words in.
There's a sudden increase in the amount, and the force of the water falling from the mezzanine for a moment. Then after a moment it returns to the a more regular flow again.
"Yes, quite, 'we'. Well, there we were in the gut of the big sleeper, the fishiest fish there ever was. And being trapped in its guts we could tell." the owl begins again.
"Don't be such a feather head! That's what they call reverse headology. This is a woman of character! Obviously she's been spanked before, and it's left an impression upon her. We can tell you all about the water!" says the owl.
Full Name
Azalia
Race
Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) |
Classes/Levels
Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)
Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 22 / T 18 / FF 16 | Fort +9 / Ref +19 / Will +10 |
CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck on magic traps) | Low-light Vision | Spells: 1st 6/6, 2nd 6/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect)
STR 22 (+6) [+2 from 8th and 12 level bumps, +6 from belt]
DEX 26 (+8) [+6 from belt]
CON 10 (--)
INT 24 (+7) [+1 from 4th level bump, +6 from Headband of Intelligence]
WIS 10 (--)
CHA 14 (+2) [+1 from 16 level bump]
BAB +10/+5 / Move Speed 30
=== Resistances ===
Fire Resistance 5 (alt racial trait)
Immune to Disease (periapt of health)
+3 to all saves (Sihedron Ring)
Attack +22/+17 | Damage 1d8+6 +1d6 acid (gloves) [+2d6 vs evil] | Crit x3 | Piercing | Range 110 feet
+5d6 Sneak Attack only possible within 30 feet.
[remember clustered shots, if applicable]
(+1/+1 if within 30 feet)
(Golembane scarab means NO DR vs Golems)
(+1 already added into attack from bracers of archery.)
Rapid Shot: one extra attack with a full round action, all attacks at a -2 (off max).
*Extra penalties for creatures that suffer in bright light, arrows give off light, look like shooting stars, and sheds light as a sunrod for 1 minute after it is shot.
**Ignores 5 points of DR against extradimensional beings/outsiders.
***Three times per day as a standard action, the wielder can use a starbow to fire a 30-foot-long cone of arrow-shaped bolts of radiance. All creatures in the area of effect take 5d8 points of damage unless they are undead or creatures harmed by sunlight, in which case the damage increases to 10d8. This damage bypasses damage reduction and energy resistance. A successful DC 18 Reflex save halves the damage. A creature that takes damage from this attack is shrouded with a soft radiance (as faerie fire) for 1 minute.
****Dominant/Commanding (opposes transmutation): A union of enchantment and illusion magic, a dominant weapon functions as a bane weapon against transmuters and against creatures with the shapechanger subtype. As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.
=== Armor ===
Dex (+8)
+1 Mithral Chain Shirt (+5 armor)
Sihedron Ring (+3 deflection bonus to AC)
=== Traits ===
Deadeye Bowman [When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.]
Extremely Fashionable [+1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One is a class skill. Have to wear clothing and/or jewelry worth at least 150 gold.]
Paranoid [DRAWBACK] [Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.]
Scholar of the Ancients [+1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.]
=== Feats ===
Breadth of Experience [+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.]
Clustered Shots [All ranged damage is totaled before subtracting DR.
Deft Hands Eclectic [Additional favored class]
Martial Weapon Proficiency: Scimitar Point-Blank Shot Precise Shot Rapid Shot
=== Special Abilities ===
Alarm Sense (Su) [Intuitive sense when within 10 feet of a magic trap. Functions as the trap spotter rogue talent.]
Canny Observer [Gain a +4 bonus to Perception checks.]
Elemental Resistance: Fire [Alt racial trait replacing Elven Immunities]
Elven Weapon Familiarity [includes longbow and longsword]
Evasion (Ex) [On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.]
Fey-Sighted [Constant detect magic effect--racial trait replacement]
Impromptu Sneak Attack (Ex) [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).] (Goes up to twice/day at arcane trickster level 7.)
Low-Light Vision [Twice as far as humans in low light]
Ranged Legerdemain (Su) [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.]
Rogue Weapon and Armor Proficiency [armor is negated by my template]
Sneak Attack: 5d6 Trapfinding Tricky Spells [Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.]
Skills:
182 skill ranks [4 +7 int +2 background +1 favored class = 14 per level]
+Acrobatics +27 |+8 Dex +16 rank +3 class skill
+Appraise +14 |+7 Int +4 rank +3 class skill
+Artistry +7 |+7 Int
+Bluff +23 |+2 Cha +16 rank +4 class skill +1 Extremely Fashionable
+Climb +22 |+6 Str +13 rank +3 class skill
+Craft: Fletching +11 |+7 Int +1 rank +3 class skill
+Diplomacy +22 |+2 Cha +16 rank +3 class skill +1 Extremely Fashionable
+Disable Device* +34 |+8 Dex +16 rank +3 class skill +1 Trapfinding +4 Deft Hands +2 Masterwork thieves' tools (also can disable from a short distance with the extenders)
+Disguise +13 |+2 Cha +8 rank +3 class skill
+Escape Artist +15 |+8 Dex +4 rank +3 class skill
Fly +8 |+8 Dex
Handle Animal* +3 |+2 Cha +1 rank
Heal +3 |+0 Wis +1 rank +2 Healer's Kit (also have antitoxin)
+Intimidate +7 |+2 Cha +1 rank +3 class skill +1 Extremely Fashionable
+Knowledge Arcana* +14 |+7 Int +1 rank +3 class skill +1 archetype +2 Breadth of Experience
+Knowledge Dungeoneering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Engineering* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Geography* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge History* +14 |+7 Int +1 rank +3 class skill +1 Eldritch Scoundrel +2 Breadth of Experience
+Knowledge Local* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nature* +13 |+7 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Nobility* +9 |+7 Int +2 Breadth of Experience
+Knowledge Planes* +9 |+7 Int +2 Breadth of Experience
+Knowledge Religion* +9 |+7 Int +2 Breadth of Experience
+Linguistics* +18 |+7 Int +8 rank +3 class skill
+Lore: History of Magical Items +11 |+7 Int +1 rank +3 class skill
+Perception +25/+26 |+0 Wis +16 rank +3 class skill +2 racial +4 Canny Observer [+1 detect traps]
+Perform +2 |+2 Cha
+Profession: Fence +6 |+0 Wis +1 rank +3 class skill +2 Breadth of Experience
Ride +8 |+8 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
+Sleight of Hand* +27/+29 |+8 Dex +14 rank +3 class skill +2 Deft Hands [+2 to conceal nature of Thieves' ring]
+Spellcraft* +22 |+7 Int +12 rank +3 class skill
+Stealth +27 |+8 Dex +16 rank +3 class skill
Survival +0 |+0 Wis
+Swim +10 |+6 Str +1 rank +3 class skill
+Use Magic Device* +6 |+2 Cha +1 rank +3 class skill
Prepared Spells:
Caster Level 16 | Concentration +23 (Caster level + ability mod)
Spells per day come from Magus class.
Learn, prepare, and cast like a Wizard.
=== Zero Level === (DC 17)
Acid Splash Chameleon Scales (Wild Magic 3/day as spell like ability)
Light Mage Hand Mending Open / Close Prestidigitation
=== First Level === (DC 18)
6 spells per day (including bonus from ability score)
Air Bubble Burning Hands Enlarge Person Gravity Bow Magic Missile Snowball
=== Second Level === (DC 19)
6 spells per day (including bonus from ability score)
Create Treasure Map Invisibility Knock Spider Climb Summon Swarm Web
=== Third Level === (DC 20)
6 spells per day (including bonus from ability score)
Burrow Fireball Fly Gaseous Form Water Breathing
=== Fourth Level === (DC 21)
5 spells per day (including bonus from ability score)
Arcane Eye Black Tentacles Dimension Door Earth Glide Greater Invisibility Stone Shape
=== Fifth Level === (DC 22)
4 spells per day (including bonus from ability score)
Baleful Polymorph Cone of Cold Life Bubble Teleport Wall of Stone
=== Sixth Level === (DC 23)
2 spells per day (including bonus from ability score)
Disintegrate True Seeing
Spellbook:
=== Zero ===
(all)
=== First ===
(all non-evil)
=== Second ===
Create Treasure Map Invisibility Knock Spider Climb Summon Swarm Web
=== Third ===
Burrow Fireball Fly Gaseous Form Gentle Repose Mad Monkeys Rain of Frogs Suggestion Tiny Hut Versatile Weapon Water Breathing
=== Fourth ===
Arcane Eye Black Tentacles Claim Identity Detonate Dimensional Anchor Dimension Door Greater Invisibility Make Whole, Greater Stone Shape Vicarious View
=== Fifth ===
Baleful Polymorph Cloudkill Cone of Cold Life Bubble Passwall Permanency Teleport Wall of Stone
=== Sixth ===
Disintegrate Form of the Exotic Dragon I True Seeing
Equipment:
+1 Adaptive Undead Bane Longbow (9,315 gold)
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt of Strength +6/Dexterity +6 (from Karzoug's body)
Blanket (2) [1 gold]
Cold Weather Gear (8 gold)
Deliquescent Gloves (8,000 gold)
Grooming kit [1 gold]
Empty vials (10) [10 gold]
Explorer's outfit [free clothing for starting character]
Headband of Vast Intelligence +6 [from Vraxeris, belongs to party]
Ink pen [.1 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Masterwork Manacles [50 gold]
Necklace of Adaptation (9,000 gold)
Periapt of Health [7,500 gold]
Portable Hole [20,000 gold]
Ring of Truth (cursed) ... bribe from the headmaster (not wearing)
Ring of invisibility (wearing)
Sihedron Ring [A Sihedron ring grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect. At will, as a standard action, the wearer can use the Sihedron ring to change the appearance of his clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spellbook [15 gold]
Spell component pouch [5 gold]
Thieves’ Ring [300 gold]
Trail rations (7) [3.5 gold]
Traveler's Any-Tool (250 gold)
Vest of Endure Elements (1,000 gold)
Vial of ink [8 gold]
Waterskin (2) [2 gold]
Waterproof bags (2) [1 gold]
________
Alchemical silver dagger (prize from the Desna festival)
+1 Longsword (party item)
Mithral Chain Shirt (got this enchanted, so now +1, but still belongs to party)
Golembane scarab (party item)
Belt of incredible dexterity +2
An ivory set of lesser bracers of archery
2 drayon-slaying arrows
Recent purchases that still need to be factored in to skills: healing kit with antitoxin, just in case. Restocked arrows, and masterwork thieves tools.
Current Wealth: 3,711.63 gold (updated 7/6/20 after buying cold weather gear, vest of endure elements, and necklace of adaptation)
Total Starting Equipment: 899.2 gold
Starting Gold: 900 gold
Background:
Azalia is a Forest elf from a very small community of elves that live in the forest outside Sandpoint. Her darker skin some say is a natural variation, but others think that she is corrupted with human or drow blood. While she wasn't exactly ostracized or excluded, and no one walked around making fun of her, it was still clear that she was different. Her parents were wealthy and she had pretty much whatever she wanted, except close friends... so she escaped into other hobbies instead.
Due to her unusual fey sight, one of those hobbies was magical items, which she studied extensively, and then started "borrowing" when she went to parties with her parents. At first she would return them after examining them, but some she would forget, and after finding several "borrowed" items in her rooms, she was severely scolded by her parents. Theft was just not something that was done in a close and trusted community. She wasn't only putting her own reputation on the line, but also theirs... the whole lecture. She returned the things carefully, and didn't borrow from parties anymore, but because she felt that her parents were also rejecting her, she started actually stealing... not intending to return anymore, and not justifying it as her hobby. She liked to study them still, but it had become bigger than that. Now she was lashing out at her parents and at her community.
Things would go missing, and she would be asked about it, and sometimes her rooms were searched, but they never again found anything in her possession. To make things easier on both her parents and herself (and to conceal items from time to time), she would take long walks in the forest, and occasionally encountered humans from Sandpoint from time to time, which didn't seem as bad as she had thought they would be. During one of her long walks she ran into Risa Magravy (before she went blind), and they became friends, sharing both a love for magic and a love for stories.
Her parents, alarmed that she seemed to be bonding with humans and not with her own kind, and not sure what else to do, encouraged to study magic formally, and sent her away to learn to be a Wizard. She studied the magic diligently, but never fully went back to feeling integrated with her community. When she graduated, she set up shop in the human community of Sandpoint rather than in her Elven community, both for the shock value, and because she honestly wanted to try living in a place that wasn't as confining.
She runs a small Relic, Curio, and Pawn shop, posing as an expert appraiser and collector, but she is actually more of a fence, buying and selling questionably-obtained relics and stolen merchandise (with the knowledge and approval of the local thieves guild). You can typically find her hanging out at Risa's place when she isn't running the shop or sleeping.