The afternoon proceeds apace, with the four important chosen goblins enjoying their new celebrity as heroes of the Licktoad Tribe. As night falls, a group of four struggling goblins appear, carrying the creaking and swaying Teeter Chair (with the immense Chief Gutwad perched precariously atop it as always) out to the bonfire. Once the thone has been set in its prominent place (fortunately without mishap) the chief produces, from somewhere amongst his rolls of fat, a foot-long wooden tube with a long trailing fuse. The ever-present and ever-annoying Slorb tosses a burning torch up to the Chief, who lights the fuse with a flourish of his pudgy hand. The fuse quickly burns down, followed by a series of colorful pyrotechnic balls launching forth from the mouth of the tube, one after the other in rapid succession. One of the balls strikes a 'throne bearer' directly in the eye, eliciting a hideous shriek of pain, but most of the balls find their intended target: the bonfire, which ignites in a glorious conflagration of orange flame! Goblins young and old cheer wildly. Upon this signal, Slorb whines loudly, "Let celebration and revels now begin!" Many tasty foods are produced in short order, (much to the delight of Thok and the others) including snails, fish, and snakes. Some goblins produce crude drums made from the skulls of various animals and begin pounding out an asynchronous 'rhythm.' Before much longer, someone cracks open a barrel of fermenting cider apples, and the wild debauchery is now well and truly underway. Any particular actions at the wild rumpus?
Slorb's voice as he replies is like nails on a chalkboard (or would be if any of the goblins had ever heard of a chalkboard). "Gloppy, you so lucky that Slorb like you more than other fake gob 'he-roez'. Otherwise, I no give you great gift of me voice to remind you of story of Vorka. She wife of Licktoad Chief way many years back before Great Chief Gutwad, His Mighty Girthfulness. She not too bad looking, either, but that before we find out she cann...cannabis...she eat other goblins! She eat then-Chief, and some few other gobs before Licktoads get together and drive her away. Now, she live somewhere alone out on coast away from Licktoad village. Somewhere right near fireworkz ship, if Scribbleface map is right. Too bad for you, hope you no get eat up by she-goblin cannabis. Oh well, me sure you be just fine with so many brave 'he-roez' to help. Slorb go now, many orders to give for big bon-fire tonight!" Slorb saunters away, leaving Glop to wallow in the shame of being a gigantic suck up. Stay tuned, bonfire post coming up shortly!
Glop lurks outside of the Moot House for awhile, until finally Slorb emerges, looking as ridiculous and pompous as always. Upon the advisor's appearance, Glop sidles up next to him and begins showering him with effusive goblin-y praise. It doesn't take long before Slorb is eating out of Glop's hands, and only to happy to answer his questions. He rambles on in that annoying, nasally voice. "If Glop and others was smart like Slorb, you would 'member that Brinestump Marsh is great place! Many places to hide, many good things to eat. Some poison, though, so maybe have Thud try first bite. Not too many humanz ever come into Brinestump, so that good too. They probly afraid of monsters, like dogs, snakes, frogs, bugs. You no need be afraid, though, cause Grimlek and stoopid lizard probly get eat up first, and you run away." "Oh, and no forget Lotslegs Eat Goblin Babies Many. Her live in marsh, worst bug in whole place! Scribbleface map show path right through Lotslegs territory, maybe Thok get caught in web, make snack for Lotslegs while Glop runs past. That what Slorb would do." "Oh, and maybe Vorka out there someplace too. You 'member Vorka, right Glop?"
As morning passes to afternoon, the Licktoad encampment becomes a beehive of activity. Goblins toil throughout the day to build a huge bonfire out of branches, sticks, and unburnt timbers taken from the ruins of Scribbleface's hut. Children burst into spontaneous cheers and applause as the 'heroes' pass by. Anticipation clearly is growing everywhere for a celebration of legendary proportions (at least by goblin standards). Kind of just a bump. Again, if you guys want to find out what your gobs know about, say, the Brinestump Marsh, Lotslegs Eat Goblin Babies Many, Scribbleface's map, etc., now would be a good time. In any case, the scene will shift to the bonfire sendoff tonight.
The Chief looks satisfied. "Good, you gobz is all right. Slorb give you map to fireworks ship." Slorb, his mouth finally working again, attempts to protest in his whiny voice, "But, Great Chief His Mighty Girthness Rendwad Gutwattle...you sure these right guys for job..." "I am sure! Shut up and give map!" Slorb shuts up and gives the map, a crude thing drawn on the back of some kind of hide...horse, most probably. As soon as someone takes the map, The Chief bellows, "Now get lost!" sending the four goblin 'heroes' scurrying forth from the Moot House as fast as they can run. The boys have some time to kill, since the Bonfire Fest isn't scheduled until night falls. Let me know if there's anything you guys want do, like look at the map, make any Knowledge Local checks, and so forth.
Slorb, having been insulted not once but twice, opens his ugly mouth to attempt a whiny retort, but before any annoying words can come forth, the booming voice of Chief Gutwad yells, "Quiet down!" Much to everyone's surprise and shock, the Chief's words do not seem to cause any goblin present to lose all the words in his head. Except maybe for Slorb, whose mouth continues to hang agape. In any case, now that the Moot room has gone silent, Chief Gutwad continues. “You all be heroes. Each of you. You are best Licktoads but for me. And maybe but for Slorb. That you do not flee in terror from mighty sound of my voice is all the proof you should need. Yet soon, all Licktoad goblins will know your might, for I have picked you for a dangerous mission. “You know about fireworks and map we found in Scribbleface’s hut. Fireworks were fun. But map is more fun. It shows a route to a place near the coast where Scribbleface found fireworks. And it says there are more fireworks there! “I want them for Licktoads. You all go get them tomorrow. Tonight we have big bonfire to burn bad luck away from you, and we play many games. Much fun. Tomorrow you fetch me fireworks. If you meet men, you make them dead. If you meet dogs, you make them dead. If you meet horses, you make them dead. If you meet Lotslegs Eat Goblin Babies Many, you maybe should run. And if you not find fireworks, you not come back or we feed you to Squealy Nord!”
Thud THUD wrote: "feast NOW?" Thud asks anxiously catching Grimlek's eye as he crouches down. Then a thought occurs, "Hey Slorb, What MOOT mean anyway?" "Moot mean shut up, cuz Chief Gutwad about to speak! Him words probly make lamebrain like Thud fall down and cry, they so great!" Slorb's voice is really annoying, by the way.
Dragonborn3 wrote:
Well, I can't take credit for the song, because I lifted it straight from the module (so thank Richard Pett for that). But thanks, I'm glad you like the tone of the game. It's been great fun so far, and we're just getting started! Go goblins!
Finally, after what seems an eternity (especially to impatient goblins), a high-pitched nasally voice calls out from inside the Moot House, "You gobs, enter now!" As the four chosen ones trickle in to the Chief's dwelling, they can't help but notice all of the trophies scattered about the room...the Moot House is a veritable museum of Licktoad heroics! The place is crammed full of stolen weapons, shiny bits of treasure, and the brine-pickled bodies of several brutally-slaughtered small furry animals (puppies mostly). In spite of all these splendors, the dominant sight in the room is His Mighty Girthness Chief Rendwattle Gutwad himself, looking down upon his subjects from the heights of the Teeter Chair. This 'throne' is a six-foot high ramshackle seat of driftwood and tree branches that creaks precariously under the weight of its obese occupant. The Chief is resplendently naked, his fat hairy belly rolling down over his groin to keep his manhood covered (not that he'd care if anyone saw anyway). That weasel, Slorb, stands off to the side, pompously dressed, as usual, in his 'offical robez' (actually the cast off pink cotton bathrobe of some human girl), and 'advizer hat' (some feather-covered atrocity that may once have been a turkey). Again, in that whiny voice he orders, "Sit on floor, now! His Mighty Girthness, Chief Rendwattle Gutwad will speak to you." Reactions from you, before the Chief begins?
One by one, Thok, Grimlek, Thud, and Glop assemble in front of Chief Gutwad's Moot House at the center of the village. Truly, this is an exciting time, because as all good Licktoads know, His Mighty Girthness does not traditionally speak directly to his subjects (having convinced his minions that the words that come out of his mouth are so mighty that they might frighten away all the words in the heads of lesser goblins). Instead, only his duly appointed advisor (a pompous, overdressed goblin named Slorb) whispers the Chief's instructions; presumably, only he can handle the might of the chief's words without fainting from fear. Now, the four goblin 'heroes' have a moment to interact while they wait to be summoned to enter the Moot House itself. They can't help but wonder, will the Chief actually speak to them directly? What will happen to them if he does?
And, we're live! I will note that since I didn't have the adventure at the time of posting the recruiting thread, I made some assumptions that don't quite match up with the text of the module. I figured rather than rewrite everything, I would just go with it, and ask you guys to forget about any 'continuity' from the recruiting thread and just start from scratch. Not to discount the fun and creativity displayed over there, but it's just easier this way. That said...game on! Let's make it a great one.
We be Licktoads! We make raid!
You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result. Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut. That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks—fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history! Again, forgetting about any continuity from the recruitment thread, please take this opportunity to post on the way to the Chief's Moot House, so you can establish your goblin's appearance and role-play a little bit. Game on!
voodoo chili wrote:
No, it's cool, I just never knew that rule. Thud isn't too suboptimal at all, I think he'll do just fine. The flavor's the more important thing anyway, and you've nailed that. Thrown sacks of rocks, indeed. :)
Hi guys, I wanted to see how character sheets are coming along. It looks at a glance like Thud and Grimlek are in pretty good shape, while Thok and Glop have a ways to go. I'll be able to download the PDF for the adventure on Monday (just two days away). I know I said I'd like to start the game by the end of next week, and that still holds true. However, I don't see any reason we couldn't start earlier (Tuesday even) if all the sheets are statted out. Another thing is that I want to encourage you all to really give some goblin-y flavor to your guy's description and equipment. Thud has some of this in place now, and it's great. Goblins are crude and malicious and hilarious, and their description should reflect this to the fullest. They should walk around with spears tipped with a stag's antler, and armor made from old cookware and pockets jammed full of slugs and bird heads and shiny rocks...you get the idea. I really would like to see lots of this kind of flavor come out in your description and role-play. Let me know if I can help.
Glop Stinktoe wrote:
Well, I can't speak for your wife, but your DM certainly will!! Everybody's present and accounted for. Awesome. :)
Thanks, voodoo. I guess I assumed that everyone would have access to the official racial info for the goblins, but it's helpful to post it here for easy viewing. I should have been more clear. I found a link to a couple of 'unofficial' pregens for the adventure, here. They're fun reads, and I thought might be inspirational for you. I especially like the fun and unique equipment descriptions. Check 'em out!
Welcome one and all! Well, I just hope we can craft a game with as much fun, energy, and hilarity as the recruiting thread, yes? Here's where we stand. I don't have the adventure yet, because it's not available to download until Monday. So, until then, I don't know if there are any specific rules/recommendations for creating the goblin PCs. Let's wing it for now. You can go ahead and get started on your character sheets, with the caveat that the following guidelines are subject to change once I've read the adventure. We know race and class combos, and we know that the adventure is for 1st level characters. I think a 20 point buy (heroic goblins!) for abilities will be in order, since there are only four of you. We won't be using traits for this game, most likely. Max hit points, and let's say average starting gold per class. That should get you started. Let me know if I can help in any way. I hope to be able to launch the IC thread in about a week. Game on!
Great Chief Rendwattle Gutwad finally bellows, "Dat's enuff, boys!!!" The chief waits for a moment for the ruckus to die down. Sensing that it's not going to happen anytime soon, he sighs and produces a ridiculously large warclub from behind his throne, then proceeds to wade into the throung, bashing open a few heads. "Quiet youz. And youz." At last, the message sinks in, and the commotion subsides to a dull roar. The chief stamps his club four times on the ground (breaking the foot of one unfortunate nearby gob), and points a huge sausagelike finger at four would-be goblin heroes in turn. "Glop Stinktoe!" "Grimlek Longtrunk!" "Thok Burnskin!" "Thud!" He continues ominously, "Youz my guyz to go forth for all Licktoads and get boomstickz...if youz can pazz da test, dat iz..." Duh duh duh!!!! To be continued in the IC thread, coming soon to a messageboard near you. Seriously, though, after some long and hard deliberation, based on party balance and general entertainment value, I picked those four. This was a blast, and I commend all of you for your contributions to this super-fun recruiting thread! Please know that it was a tough choice. I wish you all the best. Watch this space for a link to the Discussion thread, coming shortly. Thanks guys.
All righty. I think we've probably got everybody who is interested on board already, so I'll close the application process now. I'll be making my selections from among the following: Stiehl9s - Joboo Snaggletooth, Rogue
Let me know if I've missed anyone, please. My announcement will come later today!
Thok Burnskin wrote:
Nah, I won't be adjudicating any spell results or anything...you guys just go freeform, and have fun with it. I'll announce the party roster tomorrow sometime. Might be earlier than later, if nobody new joins the throng.
Wow guys, I almost think I could forgo the adventure and just make this recruiting thread a game unto itself. Awesome fun, all of you. That said, eventually I will have to close this thing up and choose my four players. I think I'll give it until tomorrow (Wednesday) night to get any more stragglers on board, and then I'll make my picks. FYI
Having realized that Zyren's Thod was not an actual character application either, I have refined the potential list, thusly: Stiehl9s - Joboo Snaggletooth, Rogue
Doodlebug Anklebiter wrote:
With some effort, Chief Gutwad hauls his corpulent mass off his throne and stands to his feet. In a booming voice, he shouts above the chaotic din of his assembled tribe, "Diz guy no true Licktoad, wit' big ideaz and bigger wordz! Special prize to gob who bring me head of Doodlebug Anklebiter!"
Gouber wrote:
Definitely of interest! Thanks.
Joboo wrote:
Thanks man! To that list, we'll add the newest applicant, Gouber - Cleric
Wow...I go to work...I come home from work. I have 27 new posts to read. This may be the most fun recruiting thread for a pbp ever! :D Loving it, loving all of you. Gonna be tough to pick just four. I'll sort through things later tonight and try to get a list together of applicants thus far. I'm glad you guys are having such fun with this...I know I am.
Hi all, I'm looking for four players who want to rise to the challenge of playing as goblin PCs in the upcoming Free RPG Day release, 'We Be Goblins!' For those unfamiliar with this adventure, here's a portion of the product info blurb: We Be Goblins! Product Page wrote: The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh... This won't be a first-come, first-served application process. Rather, I thought it would be fun to turn this into a role-playing exercise so you can get your goblin on, as it were. The scenario is this...your would-be goblin adventurer has been brought in front of Chief Gutwad and the whole of the Licktoad tribe to make his case as to why he should be selected to go after the fireworks. In short, it's an audition process. Feel free to get creative with this, but please do include your goblin's name, class (core only please), and a unique physical description. Keep in mind the humor matters a lot, but so do creativity, strong characterization, and party balance. I'll pick my favorite four characters by the end of the week. Note that, if this game is successful, I may consider using it as a prequel for me to run the Jade Regent AP later on (assuming everyone is interested). Once your goblin has 'auditioned' you may also feel free to post his reaction to subsequent try-outs as well (just keep it in a spirit of fun and friendly competition). This should be fun, I think. Who's on board?
Well guys, I've decided not to pursue the co-DM idea further. I think that, while it may help in some ways, it would also just further serve to complicate things in others. That would be counter-productive to my goals at present, so it's a no go. I truly think what's best for me, though I regret it mightily, is to put this game to rest for the moment. Note well that this doesn't necessarily mean that I want to withdraw from all contact on these boards, nor even from pbp altogether. Maybe I'll look for an opportunity to participate in a game as a player. Or maybe I'll even still try to get something going in the coming days/weeks as a DM...just something lower level and less epic in scope. We shall see. Again, though, thanks for being good sports, and for all your kind and supportive words. It really, honestly, means a great deal to me. Take care, and I hope to have the opportunity to game with some of you again down the road. About TernaName: Terna Strumpleholff
Background:
Terna was born 95 years ago, back in the good times when the Asmodeus was openly worshiped and recognized as the preeminent god in Talingarde. Her parents, Limna and Thostrompularn Strumplehoff were ministers with sway in the lands surrounding Daveryn. They had power and exercised it as was proper to provide for their own comfort for themselves and their daughter. They weren’t overly cruel to those beneath them, but the rightful place of everyone in the well ordered hierarchy was well understood.
When the fall started and the Mitrans were tearing down everything that made Talingarde great, replacing it with the chaotic messy system that exists today, Limna and Thostrompularn could see the writing on the wall well ahead of time. The sent Terna, then still just in her teens barely able to understand the situation, with their trusted human stewart Frandorlo to hide her away in obscurity somewhere near Farholde. Should the uprising be put down Terna could return when it was safe, but if things continued as it seemed likely they would, at least they would have spared the life of their beloved daughter so that she could carry on their legacy and maybe even someday avenge them. Frandorlo raised Terna the best he could, though her new life was nothing like the one she had been torn away from in Daveryn. He made sure that Terna learned her family history, the politics of the past and the present, her rightful powers and responsibilities and the teachings of Asmodeus. He taught her everything he knew about languages and contracts, how to use them with precision and how to influence people into doing what she wanted them to do regardless of where their own interests might lie. Most importantly, he taught her that it was her destiny to return this land to the order that had been so unceremoniously stripped from it. As Franoldo aged, he made a new family in the village that was their seat of exile. A family who would be Terna’s only servants for most of her life. They did their best to serve her, and she appreciated their efforts, rewarding them as she could, but because they must do so in secret, the effects were often far more limited than they should be. Franoldo died in his sixties, carrying out a mission of vengeance for Terna over a slight from a nearby noble, Baron Anton Blustov, and Terna mourned the passing of a most useful tool. The past decade Terna has started to feel that the time to act must be near if she’s going to be able to gain any benefit from a return to order herself. As such she spent the better part of those ten years building up a loyal following of the humans in the village around her to overthrow Anton’s Grandson, Baron Justinar Blustov as the very first steps of the campaign to take back Talingarde. She had begun to reach out to others who shared similar interests in other parts of the country, slowly and carefully so that a concerted act could be in many places at once. Sadly, it seems that Terna did not act carefully enough, and at least one of her attempts to contact potential allies got the attention of those loyal to King Markadian. Terna doesn’t know who, but someone tipped of Baron Blustov that Terna’s loyal villagers were starting to dig tunnels under the walls of his castle in anticipation of the strike which would be coming sometime in the future. When they confessed what they were doing, why they were doing it, and who they worked for, Terna didn’t even have time to consider flight before the guards had her in chains and she was on a wagon bound for Branderscar. When she arrived, her conviction for the act of Sedition was handed down with impressive speed, and now she finds herself on the verge of literally losing her head. Spells:
Mesmerist Knacks: Daze (DC 16), Detect Magic, Message, Unwitting Ally (DC 16) Mesmerist Spells Level 1: Command (DC 19), Sow Thought (DC 17) Daily Resources:
Arcane mark SLA: 1/1 Comprehend languages SLA: 1/1 Mesmerist Level 1 Spells: 3/3 Mesmerist Tricks: 6/6 Message SLA: 1/1 Read magic SLA: 1/1 Defense:
AC 10 + 1 Dex +1 Size = 12 TAC 12 FF 11 HP 8 +2 Con = 10 Fort +2 Ref +3 Will +1 Special Defenses: –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power; +2 bonus on saves vs. spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. Offense:
Melee NA Ranged Daze (Knack) DC 16 Command (Level 1) DC 19 Statistics:
-------------------- STR 8 - 2 R = 6 (-2) DEX 12 (+1) CON 12 +2 R = 14 (+2) INT 15 (+2) WIS 9 (-1) CHA 18 + 2 R = 20 (+5) BAB 0 CMB -3 CMD 8 Move 20 feet Powers and Abilities:
Arcane Mark SLA Comprehend Languages SLA Excellent Penmanship: DC to detect forgeries increases by 2. +2 to Bluff, Intimidate or Persuade via writing. Hypnotic Stare: Swift action to give -2 to will saves to target within 30 feet. Mesmerist Trick: False Flanker: Free action to cause illusion to appear adjacent to target until the end of the turn. Message SLA Painful Stare: Once per turn, when target of Hypnotic stare free action to add 1 point of damage. Feats:
Spell Focus (Enchantment) Level One (1): +1 bonus on save DCs for Enchantment Spells. Traits:
Domineering (Command) Magic: When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful self-assurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Benefit: Choose one 1st-level enchantment spell you are capable of casting. The DC of that spell increases by 1. Excellent Penmanship Social: You are a master of calligraphy.
Power-Hungry Drawback:You’re addicted to power.
Sedition Campaign: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Skills:
6 ranks + 2 Intelligence +2 Background +1 FCB = 11
Acrobatics +1 Dex = +1 *Appraise +2 int +3 Class +1 Rank = +6 (1) *Bluff +5 Cha +3 Class +1 Race +1 Trait +1 Consummate Liar +1 Rank = +12 (+16 to mimic sounds) (1) Climb -2 Str = -2 *Craft +2 Int = +2 *Diplomacy +5 Cha +3 Class +1 Race +1 Rank = +10 (1) Disable Device NA *Disguise +5 Cha = +5 *Escape Artist +1 Dex = +1 Fly NA Handle Animal NA Heal -1 Wis = -1 *Intimidate +5 Cha = +5 *Knowledge (Arcana) +2 Int +3 Class +1 Rank = +6 (1) *Knowledge (Dungeoneering) NA Knowledge (Engineering) NA Knowledge (Geography) NA *Knowledge (History) +2 Int + 3 Class +1 Rank = +6 (1) *Knowledge (Local) NA Knowledge (Nature) NA *Knowledge (Nobility) +2 Int +3 Class +2 Race +1 Rank = +8 (1) Knowledge (Planes) NA *Knowledge (Religion) +2 Int +3 Class +1 Rank = +6 (1) *Linguistics +2 Int +3 Class +1 Rank = +6 (1) *Perception -1 Wis +3 +2 Race Class +1 Rank = +5 (1) *Perform +5 Cha = +5 *Profession NA Ride +1 Dex = +1 *Sense Motive -1 Wis +3 Class +1 Rank = +3 (1) *Sleight of Hand +1 Dex = +1 *Spellcraft +2 Int = +2 *Stealth +2 Dex +4 Size = +6 Survival -1 wis = -1 Swim -2 Str = -2 *Use Magic Device +5 Cha +3 Class + 1 Rank = +9 (1) Languages:
Common, Gnome, Draconic, Dwarven, Elven, Infernal, Sylvan Racial Traits:
Academician (Nobility): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance. Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity.
Mesmerist Class Features:
Weapon and Armor Proficiency: A mesmerist is proficient with all simple weapons, plus the hand crossbow, sap, sword cane, and whip. He is proficient with light armor, but not with shields. Consummate Liar: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint. Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect. Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick). To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells. Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier. The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once. False Flanker: Mesmerist Trick Level One. A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect. Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.
Favored Class Bonus: +1 Skill Rank.
Equipment:
Prisoner’s clothing. |