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PHYSICAL DESCRIPTION
-------------------- Image of Tairin
Height: 5'7"
Weight: 125 lbs
Eye Colour: Deep Brown (framed by long, dark eyelashes)
Hair Colour: Raven/Black
Hair length & style: Long, cascading down her back.
Skin tone/colour: Soft/smooth and light bronze.
Body/Physique: Toned and curvy/feminine. Beautiful/Desirable.
Personality:
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PERSONALITY
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Socially and politically savvy. Understands how to work people and a situation to her favour (cunning and observant).
Bright, a fine orator, noble bearing in how she speaks and acts. Confident in herself (although not arrogant). Ambitious.
Adventurous and curious, however knows not to put herself in unnecessary danger/risk.
Infinitely charming when she wants to be; impatient (sometimes with sharp tongue) when cornered or pushed.
Secretive and graceful.
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Backstory:
Tairin, Daughter of Hem-Netjer-Tepi Chefren of the Royal House of Yar-Ammon.
Tairin, was the last born of seven children; five elder brothers, Iruka, Khaba, Nakht, Paru and Teos and an elder sister, Hunra. Their father, Chefren, was one of the most trusted Priests of Amenti serving the High-King of the Royal House, and her mother, Makara, a second cousin to the High-Queen herself. The family held a respected position among the other noble families of Amenti.
The only time she officially left the villa was to attend the High-King’s ceremonies or visit the Temple with her parents and elder siblings. Well, the only time her parents believed she left her rooms. Tairin had convinced the weapon’s master billeted to her family to teach her how to wield the spiked whip and scimitar – secretly away from the eyes of her “keepers.”
One fateful night, before her father was to leave for one of his sojourns to spread the word of the the First One, Zothur, something happened inside the villa – her father was found poisoned/murdered in his bed – blood seeping from his eyes and mouth. With the upheaval inside the villa, Tairin took what she could with her and made her great escape, hoping to buy passage to Susrah.
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In Susrah:
From the public bathhouse she took to the direction of the central souk (market). She noted the two swathed men following a little behind her, but did not give the knowledge of it away. Tairin stopped to purchase a cool drink at one of the stalls and there she exchanged some pleasantries in Susrahnite with a bear of a man hailing from Tharag Thule. She gave him her prettiest smile as was her way and then bid him farewell and continued toward the perfume merchants. The two men who had been following her earlier, were behind her again, and, as they attempted to grab her, she turned to see the giant north man grab and best them both in short time and she smiled and laughed. “You are very useful and amuse me, Northman,” still speaking in the Sushrahnite tongue for she did not speak the north man’s native tongue. ”You can be of service to me, if you have no other plans. Come now, you are my bodyguard.”
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Yar-Ammonite:
Yar-Ammonite Also known as the «kingdom of tombs», Yar-Ammon is a land covered with desert and haunted by ancient sorceries. The silent streets and broad ceremonial avenues of black-templed Amenti is an awesome sight to behold. The papyrus used by the scribes and sorcerers of Yar-Ammon is harvested from the inland marshes of Fakhuum. Appearance: Tall and slender, with bronze skin, dark hair and black eyes. The nobles and priests wear golden pectorals and masks carved with beastly visages, while commoners dress in simple garments of white linen.
Religion: Yar-Ammon is well known for its large pantheon of beast-headed were-gods. The land is littered with giant statues and weathered sphinxes carved in their image. But the ancient practices of the beast-cults were outlawed a generation ago, when the royal house of Amenti established the cult of Zothur, the First One. Yet, there are many among the common folk who still follow the old ways.
Culture: Children of an old culture steeped deeply in sorcerous mysteries, Yar-Ammonites are a mixture of Civilized, Decadent and Enlightened people.
Language: Yar-Ammonite, plus Khazistani as a bonus language.
Racial Traits: +2 racial modifier to Intelligence; +2 racial bonus to Knowledge (arcana) and Perception skills; Stonecunning (+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground).
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Cultural Archetype: Decadent:
Decadent
Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests and wicked slave-traders. Demon-worship, human sacrifice and drug abuse is all too common in these cultures.
Decadent people have the following cultural traits:
Ability Adjustment: +2 to Charisma
Insidious: +2 bonus to Bluff, Knowledge and Stealth checks, and an additional +1d6 of sneak attack damage if the character has the sneak attack class ability.
Arcane Adept: Add +1 to the DC of any saving throw when casting spells.
Corrupt: -2 penalty to Will saving throws.
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Bard (Archaeologist):
No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.
This archetype also fits rogue-like characters that focus more on learning than on stabbing foes in the back.
Bardic Performance
Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex) (10 rounds a day)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.
Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.
Trap Sense (Ex)
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Evasion (Ex)
At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.
Advanced Talent
At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.
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Ranger (Commando) Archetype:
A commando succeeds where all others fail. No mission is too dangerous for this cunning, mobile soldier. He always travels light, placing him at a decided disadvantage against heavily armed and armored fighters in a fair fight. However like life, war is rarely fair. Instead of depending upon brawn and steel to win the day, the commando relies on stealth — both of foot and blade — deception and ingenuity to neutralize opponents that stand between him and his objective. Unlike conventional troops, which are organized into larger units, the commando is typically part of a small team or a lone warrior. In most military encounters, numerical superiority plays a decisive role in a battle’s outcome, but not in the commando’s case. He and his colleagues become one with the terrain, moving through tall grasses to halt infantry and cavalry troops dead in their tracks. The lightly armored and dexterous ranger uses such natural obstacles and barriers to slip behind enemy lines with relative ease and incapacitate foes without attracting attention to his clandestine activities. Though few, if any, witness the commando in action firsthand, the aftermath is unmistakable. Whether he rescued prisoners, destroyed a critical supply depot, slew an important military figure or dispatched a group of sentries, his destructive wake leaves a ruinous toll on the enemy.
Weapon and Armor Proficiency
Commandos are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Commando
At 1st level, a commando adds Disable Device to his list of class skills and removes Handle Animal from his list of class skills.
Sneak Attack (Ex)
At 1st level, a commando inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 at 5th level and every five levels thereafter.
This ability replaces favored enemy.
Cover of Darkness (Ex)
At 1st level, a commando gains low-light vision. If he already has low-light vision, he gains darkvision with a range of 30 feet. If he already has darkvision, the range of his darkvision increases by 30 feet.
This ability replaces wild empathy.
Behind Enemy Lines (Ex)
Commandos are accustomed to acting alone. At 4th level, when no ally is within 30 feet of the commando, he gains a +1 morale bonus on attack and weapon damage rolls. This bonus increases by +1 at 8th level and every four levels thereafter to a maximum of +5 at 20th level.
This ability replaces hunter’s bond.
Dastardly Finish (Ex)
At 11th level, a commando gains the Dastardly Finish feat as a bonus feat, even if he does not meet the prerequisites.
This ability replaces quarry.
Pinpoint Targeting (Ex)
At 19th level, a commando gains the Pinpoint Targeting feat as a bonus feat, even if he does not meet the prerequisites.
If he already has this feat, he can instead take any combat feat, but he must meet the feat’s prerequisites.
This ability replaces improved quarry.
Tairin's stat sheet:
Statistics
Name: Tairin of the Moon
Gender: Female, Race: Human (Yar-Ammonite) Class: Bard (Archaeologist) 5 / Ranger (Commando) 1
Age: 18
AC 16; touch 14; flat-footed 13 (+2 armour, +3 dex, +1 from Ring of Protection via amulet) (Light Armor = DR 1, +1 DR from Belet-Lil's talisman=DR 2) (Has Uncanny Dodge)
hp 49 ((8+1)+(1d8+1)+(6+1)+(5+1)+(5+1)+(5+1)+(5+1))
Fort +4 (+4 against poison, +2 vs heat); Reflex +9; Will +5
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OFFENSE
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Speed 30ft
Melee Scorpion Whip +8 (1d4+3/x2/S/disarm, performance, reach (15 ft), trip, weapon focus) + bonuses from Blessing of Moon God on this weapon. See spoiler below.) Melee M/W Braided Whip +9 (1d3+3/x2/S/disarm, performance, reach (15 ft), trip, weapon focus)
Melee Sap +7 (1d6+3 non-lethal/x2/B)
Melee +1 Keen Scimitar +8 (1d6+4/15-20x2/S)
(Two Weapon Fighting stats:
A scorpion whip (considered light, exotic weapon) in each hand, with Two Weapon Fighting Feat).
Melee: Blessed Scorpion Whip (+8-2)+6 (1d4+3/x2/S/disarm, performance, reach (15 ft), trip, weapon focus) + bonuses from Blessing of Moon God on this weapon. See spoiler below.)
Melee M/W Braided Whip (+9-2)+7 (1d4+3/x2/S/disarm, performance, reach (15 ft), trip, weapon focus)
[/b]
If flanking, add sneak attack +2d6 damage to each attack.
*Sneak Attack 1d6+1d6* (*additional sneak damage from Insidious via Decadent culture)
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STATISTICS
-------------------- Str 12(+1); Dex 16(+3); Con 12(+1); Int 13(+1); Wis 12(+1); Cha 20(+5) (Ability Modifiers +2 Cha, +2 Int, +2 Cha from Headband of Alluring Charisma from Belet-Lil's talisman, +1 Cha from stat increase at level 4)
BAB +4; CMB +5; CMD 18
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TRAITS
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• Beast Bond (Social): You share a close bond with animals.
Benefits: You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (Class Skill:Handle Animal)
• Fate's Favored (Faith): The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
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FEATS
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• Weapon Focus (Whip) • Two-Weapon Fighting (bonus feat at 1st)
• Weapon Finesse (bonus feat for Rogue Talent: Finesse Rogue): 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. (If you’re attempting a disarm, sunder, or trip maneuver, you can apply your Dex bonus instead of your Str mod on the combat maneuver check (assuming you’re using a finessable weapon, of course). For other combat maneuvers, you use the normal rule for determining CMB (Str instead of Dex).) • Ride-by Attack (Combat) (Bonus from Decadent culture): When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
• Weapon Mastery (Whip) (Feat on Level 3)
• Deadly Agility (Combat): (Feat on Level 5) You have learned how to use your agility to greater purpose in battle.
Prerequisite(s): Weapon Finesse
Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.
When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.
LANGUAGES
Yar-Ammonite, Khazistani, Susrahnite, Taraamite, Tharag Thulan, Zadjite
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SPECIAL ABILITIES
-------------------- • Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
• Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that she has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. She can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
• Track (Ex) (from Ranger class): A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks.
• Commando: At 1st level, a commando adds Disable Device to her list of class skills and removes Handle Animal from her list of class skills.
• Archaeologist’s Luck (Ex) (+2 luck bonus for 10 rounds a day): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving her a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
• Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half her class level on Disable Device and Perception checks. She can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.
• Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.This ability replaces well-versed.
• Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
• Rogue Talents: At 4th level, an archaeologist gains a rogue talent. She gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability. (Rogue Talent taken: Finesse Rogue)
• Bard Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
• Ranger (Commando) Weapon and Armor Proficiency: Commandos are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
• Sneak Attack (Ex): At 1st level, a commando inflicts +1d6 points of damage against targets within 30 feet that she flanks or that are denied their Dex bonus to AC against her. This damage increases by +1d6 at 5th level and every five levels thereafter. This ability replaces favored enemy.
• Cover of Darkness (Ex): At 1st level, a commando gains low-light vision. If she already has low-light vision, she gains darkvision with a range of 30 feet. If she already has darkvision, the range of her darkvision increases by 30 feet. This ability replaces wild empathy.
• Favourite Class: Bard (+2 skill points)
• From Decadent cultural archetype:
• Insidious: +2 bonus to Bluff, Knowledge and Stealth checks, and an additional +1d6 of sneak attack damage if the character has the sneak attack class ability.
• Arcane Adept: Add +1 to the DC of any saving throw when casting spells.
• Corrupt: -2 penalty to Will saving throws.
• Racial Traits: +2 racial bonus to Diplomacy and Knowledge (all) skills; Ride-By Attack as a bonus feat; +4 racial bonus to saving throws against poison.
• From Yar-Ammonite race: Stonecunning: (+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground).
Starts playing with Hot Weather Outfit worth 10gp : (Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. Fine silk vest. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.)
Weapons, Accessories & Ammunition
• Scorpion Whip (melee); cost 5gp; damage 1d4; critical x2; weight 2 lbs; type: slashing; Special: disarm, performance, reach, trip. (The whip has reach; the wielder can strike opponents 10 feet away with it, but cannot use it against an adjacent foe.) (Note. Disarm: When you use a disarm weapon, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.)
• Sap (melee); cost 1gp; damage 1d6 non-lethal; critical x2; weight 2 lbs; type: bludgeoning
Armour
• Lamellar Cuirass (15gp, +2 to AC, 0 ACP, Weight 8 lbs, DR 1)
General Gear & Equipment
• Fur blanket (5sp, 3 lbs)
• Bedroll (1sp, 5 lbs)
• Common Thieves Tools (30gp, 1 lbs) (Sold in Belthaar for full price)
• M/W Thieves Tools (bought for 50gp in Belthaar, 2 lbs) (This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
• Spell Component's Pouch (5gp, 2 lbs)
• Waterskin (1gp, 4 lbs)
• Mess Kit (2sp, 1lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Masterwork backpack (50gp, 4 lbs, When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Ample cloak with hood (5gp, 0.5 lbs)
• Poncho (This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow.) (5sp, 2 lbs)
• Pocketed Scarf (8gp, 0.5 lbs)(An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.)
• Trail Rations (2 1 days) (1sp, 2 1 lbs)
• Perfume (10 doses) (10gp, -)
• Decorative Bangles (3gp, -lbs)
• Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) (1gp, 2 lbs)
• Flint & Steel (1gp, - lbs)
• (From Tower above Catacombs) Belet-Lil's talisman, Pic, (Worth 10,000gp)
(Connected to Belet-Lil, and the power involved in it must be very potent indeed. Functions as a Headband of Alluring Charisma +2 and also a Ring of Protection +1. Grants the wearer of the Talisman an automatic +1 bonus to DR which stacks with all armor.)
• M/W Braided Whip (claimed from loot found in Zadjite tent near oasis)
• 6 week old, female kitten (black fur, green eyes, old scars and torn ear, found in Zadjite tent near oasis).
• Paid for water and a jug of date wine at the well at Kharjah Pass: 3gp & 5sp
Total cost and weight: 148gp & 6sp out of 180 gp (remaining coin approx 32gp). Weight 43 lbs (light encumbrance)
(Work with STR 14 Carrying Capacity (due to m/w backpack): Light Load 58 lbs. or less, Medium Load 59-116 lbs., Heavy Load 117-175 lbs.)
--- Additional Wealth: 36 gold pieces from the Dead Slavers and from pickpocket's pouch: 17 silver pieces and 22 copper pieces.
- Paid 5gp for bed and board at the inn (Belthaar)
- Paid 10gp for Red's dalliance with the male acolyte at The Wet Embrace bath house. (Red paid it back in full.)
- Received 50 gp from various loot along the route to Belthaar
- Received 45 gp from the sale of the camels and slaver's wagon.
- Received 14 gp for performing at the inn on the first night in Belthaar.
- Paid 2 gp to the innkeeper for keeping her safe and 1 gp a piece to the two musicians on 1st night in Belthaar.
- Free Room and Board at the inn upon performing each night between 8 and 10pm (agreement made with Havar, the innkeeper of The Black Dog Inn).
- Paid her share for dungeoneering kit, pick and shovel (3gp & 4sp)
- Paid for Vermin Repellent x2 (12gp) (used one dose going into the sewer to the Catacombs, i dose remains.)
- 5 gp from pouch found on dead tomb raider in Giant Maggots’ chamber.
- From dead Zorabi bandit's pouch atop cliff (her share) 30gp & 53sp (Ghezath coin).
- From coin chest in Zadjite tent at oasis (her share): 13 gp 14 sp and 9 cp
- From coin in other guard tent (Red discovered) at the oasis (her share): 8gp, 11sp, 11cp.
- From sale of loot at Zul-Bazzir (Tairin's share after paying Ala for his camel) 175 gp.
- Recouped value of gear for camel: 37gp & 5cp
- For position as caravan guards to Yetara on route to Zul-Bazzir: 52 gp.
- Signing bonus to play House Guards to Yetara during stay in Zul-Bazzir: 50 gp
Current total wealth: 403gp, 91sp, 25 cp
Purchased in Belthaar before leaving for Khazistan:
- Cold weather outfit 8gp (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.), Traveller's outfit 15gp, 2 Veils/Headscarves 2sp, Camel halter with rope/lead 2gp, Camel saddle (exotic riding saddle?) 30gp, Camel saddlebags 4gp and Animal feed for 3 weeks (21 days@5cp=1gp & 5cp), Hemp Rope (50ft) 1gp, Two Waterskins (need water for camel as well) 2gp, 1 Small Tent 10gp, plus one week's worth of trail rations for free.
-Toll/tax paid to pass through gate on way to Zul-Bazzir: 2gp
- Dancer’s Garb (80gp via haggling in Zul-Bazzir, 5 lbs) (This combination of loose-fitting sashes, veils, and ornamentation accentuates a dancer’s form and movements. Dancer’s garb provides a +2 circumstance bonus on Perform (dance) checks, similar to that provided by masterwork instruments for other Perform skills, but does not grant this benefit when worn with armour or other concealing clothing.)
=================================================
New Current total wealth: 358gp, 89sp & 20cp
General/Personal Notes:
• Possible Level 1 spells for higher levels: Cause Fear, Dancing Darkness, Disguise Self, Feather Step, Remove Fear, Restful Sleep, Silent Image.
Command Words for Spells:
Grease:
-For greasing a surface: "Dihn Sath"
-For greasing an item: "Dihn QitaAa"
Sleep: "nayyim"
Dancing Lights: "Nawwar" / "Tafa" - to extinguish lights
Message: "Risaela"
Resistance: "Muqaawama"
Sift: "Shael"
Spark: "ShuAla"
Vanish: "Ichtafa"
Detect Magic: "Iktishif Sihri"
Read Magic: "'Ara Sihri"
Restful Sleep: "istAaad"
Silk to Steel: "Hareer Sulb"
Mirror Image: "marr'aa"
Heroism: "bitoola"
Notes re Vanish spell per GM's ruling:
Just because they can't see you doesn't mean they can't detect you via other means. All that means is when you're moving with Vanish, make sure you try to use Stealth when applicable - if the enemy can "Hear" your presence they can at least try to attack the general square you're on (this should only make a difference if they're using something like a Splash Weapon or a Burst weapon, but just in case). However, your Stealth is pretty high and if you're using it in Combat an enemy will likely be distracted anyway - the other thing to remember is certain enemies can "sense" your presence by other means, such as Scent and Tremor Sense, other than that - just keep up your Stealth and you should be fine (it still will be very useful in many situations, of course).
For those of you who are considering the power of Magic in general, remember to consider things like Bluff and/or Intimidate - both of those things can be useful when using/demonstrating your magical aptitude.
Kitten:
Named Sabra.
Possibly six weeks old, and likely female. Black fur and intense, green eyes. Part of its right ear has been damaged somehow; it is not the right shape and there is scar tissue around the edge of the ear. Also, there are some heaving scars near and around its neck, as if something had picked it up by its neck and tried to bite it and left marks - yet whatever attempted to bite it was not successful in killing it, only scarring it somewhat. As for its magical qualities, if any? You cannot tell at this time; but it is certainly mysterious. What languages do you speak in when you speak to it? (Yar-Ammonite.) Depending on how it was raised, or who raised it, it may respond better to some tongues rather than others. Seems to respond to Yar-Ammonite well.
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Sabra the kitten
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +15
DEFENSE AC 18, touch 18, flat-footed 14 (+3 Dex, +2 size, +2 Magical, +1 Dodge)
hp 2d8+2+10 = 22
Fort +6, Ref +9, Will +5
OFFENSE
Speed 30 ft.
Melee 2 claws +11/+11 (1d2-4+6 = 1d2+2), bite +11 (1d3-4+6 = 1d3+2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 7 (11 vs. trip)
SPECIAL ABILITIES
- +4 to Climb, +10 to Perception, +1 to Stealth, +10 to HP (only on first level)
- +6 to Damage and Hit (adjusted above already)
- Uncanny Dodge: She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
- Sneak Attack: if your kitty is flanking or attacks an enemy that is unaware she can do additional 1d 6 damage
- +2 to all Saves
- +2 to AC
-Deliver Touch Spells (Su): If the mistress is 3rd level or higher, a familiar can deliver touch spells for her. If the mistress and the familiar are in contact at the time the mistress casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the mistress would. As usual, if the mistress casts another spell before the touch is delivered, the touch spell dissipates.
- Link (Ex):A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
- Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Known Tricks (6+1 bonus):
1. Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
2. Deliver (DC 15): The animal takes an object (one you or an ally gives it, or one that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)
3. Detect (DC 25): The animal is trained to seek out the smells of air currents, alchemical items and poisons, unusual noises or echoes, and other common elements that signify the presence of potential dangers or secret passages. When commanded, the animal uses its Perception skill to try to pinpoint the source of anything that strikes it as out of the ordinary about a room or location. Note that because the animal is not intelligent, any number of doors, scents, strange mechanisms, or unfamiliar objects might catch the animal’s attention, and it cannot attempt the same Perception check more than once in this way.
4. Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
5. Flank (DC 20): You can instruct an animal to attack a foe you point to and to always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. While animals following the attack trick will flank when convenient, this trick instructs them to flank even if doing so denies it a full attack or puts the animal companion at an inconvenience or at risk, such as from attacks of opportunity, dangerous positioning, or difficult terrain. The animal must know the attack trick before it can learn this trick, and it performs it only against foes it would normally attack.
6. Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.
7. Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
- When you all received your blessing you happened to notice a subtle glow and look down. There, on head of your little Sabra, is the fading shimmer of the light of crescent moon. You do not know how, but it seems your kitten elected to follow the designs of her mistress and have her "weapon" blessed as well. But in this case, you believe the "weapon" is likely teeth and claws; if Sabra attacks an enemy the power of such an attack will be magnified even as your own will, and Sabra has the chance to strike multiple times an enemy during an attack.
NOTE: When you cast Message on your Kitty you can send her messages via the spell and she will be able to understand and act on them. She cannot respond to you with words; however, if you are willing to take a Full Round Action and do not move you are able to Perceive anything that she can – in short; you can hear, see and smell what she can.
More bonuses will grow as you level...
Notes on Detect Magic:
GM ruling: It can be done 3 times a day + Caster's Spellcasting Bonus (I.E. Intelligence for Wizard, Charisma for Bard, that sort of thing).
This way it won't eat into your total spell list for level 1 Spells and you have more options to use it more frequently; however, it prevents it from typical 0 Level Spells which can essentially be used all the time and instead prompts people to use it when they think it is necessary.
Items of Power:
Items of Power
1. Baal-Khardah's sword (Worth 8,000gp): Claimed by Bjoern.
- Bastard sword with Keen enhancement.
(+1 to hit and damage (but a total of +2 via its Enhancement Bonus the Keen enhancement). You also suspect that the +1 allows it to strike at supernatural threats.
2. Belet-Lil's talisman (Worth 10,000gp): Claimed by Tairin.
-Connected to Belet-Lil, and the power involved in it must be very potent indeed. Functions as a Headband of Alluring Charisma +2 and also a Ring of Protection +1. Grants the wearer of the Talisman an automatic +1 bonus to DR which stacks with all armor.
3. Yammosh's Crystal: Was Red's and not in Tairin's possession (Valued at least 20,000gp)
- You do not know why this would be related to Yammosh specifically, but you would guess it would aid in exploring new realms and sailing to distant lands; more than that, you do not know.
The person who possesses this crystal gains a +5 to all Spellcraft Rolls to Identify Magical Items automatically.
You can cast Far Sight once a day; however, the person using this ability must make a Willpower Roll of 25+1 per minute the spell is used. Failure to succeed in the roll means the user will be considered Fatigued until you rest for 8 hours.
The crystal itself allows you to perform Contact Other Plane once a week.
Use of this power grants the user must Roll on the Taint Effect; the DC = 20 + current Taint Point Level (note; each failure gains another Taint Point).
It also allows you to cast Vision.
Use of this power grants the user must Roll on the Taint Effect; the DC = 20 + current Taint Point Level (note; each failure gains another Taint Point).
You may attempt this power once a day.
NOTE: This item causes you to be both intrigued at its powers and somewhat intimidated/afraid. The power it holds is extremely great, far greater than anything you have encountered before and only have heard of in legends…
- The Dagger itself is not specifically an evil weapon. It is considered a weapon of power that was created by a servant of Yadar, and he is not considered to be a "Good" god, (more like NE or LN, potentially).
However, as it was made by a servant of Yadar it grants a +4 to all Saves made against Disease to those who carry it.
Further, while it is a +1 dagger normally, it is considered a Bane Weapon for Undead, for Undead are those creatures which walk the earth and - by their existence - they keep the spirits of the Dead from fully reaching the icy grip of Yadar.
Blessing of the Moon God:
Blessing of the Moon God: Take a Standard Action and declare a target before you as a being that deserves your vengeance. If you use your blessed weapon, your attack against this Target will gain +4 to hit and 1d6+5 for every Four Levels of the person using the blessed weapons. The weapon also counts as “Magical” against those creatures which require magical weapons to be hit.
However: Once you declare your Target you take 1 Point of Bleed Damage every Four Levels Per Round until the Target is slain. If you become unconscious due to the Bleed Damage you fall unconscious but the Bleed Damage stops and you become stable. When you awake you no longer suffer from the effects of the Bleed Damage, but you are treated as if you have the “Disabled" condition until the Target is killed.
Special notes on Sabra:
You recall a strange bit of information/trivia about this word...
While you are sure that Sabra is referring to you as "mommy" but there may be a bit more to it than that.
The goddess in ancient days was considered to be so powerful that she was "self-created" - she is also considered to be the wife of the god of the Sun and the patron of Mothers in general.
There are many unusual further coincidences about her, such as:
1. Her representation is often a female human with the head of a lioness - not surprising for Sabra to find see you as this image.
2. As wife of the Sun god one of her duties was to see that the dead are not disturbed - as such, her followers are especially powerful bane against Undead creatures. This makes her followers not only strong against Undead in general, but an especial enemy to the followers/cult members of Yadar the god of death - the very people who you fought against and killed.
3. In cosmology she is said to have a sacred lake shaped in the form of the crescent moon. That her sacred lake is like a crescent moon is not surprising - her adopted sun is Khonshu the moon god.
It is said that a sacred symbol of your people (the triangle) is known to be sacred because of this trinity: The Father (Sun God); The Mother (Mother Goddess) and the third part of this trinity is their adopted sun - together this binding of the three deities is considered a sacred advantage of great power.
NOTE: You can now communicate psychically with Sabra at up to a distance of 30 feet. Her words sound like little purrs to anyone but you, but you can hear the words clearly in your mind, even as you hear her making kitten noises with your human ears.
NOTE: Sabra lets you work while she rests, but you suspect she wishes to speak with you about something soon...
+1 Keen Scimitar:
Regarding the scimitar: the marking on the pommel suggests it belongs to a High Priest of Yadar. (Commissioned a weaponsmith to change the marking - removing the Yadar symbol and replacing it with a crescent moon as honouring Khonshu and Belit-Lil). Further, you believe it magical and bound to an enchantment. To clarify; it is a +1 Weapon; but the ivory sheathe it is in can be considered a Scabbard of Keen Edge except it can only accommodate a scimitar.