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    Default Pale Departure: That Which Whispers OOC

    Belia of Zadoth (CR20)

    The Sisters of Zadoth were never much more than a minor cult hidden in the southern mountains of Rahadoum until Belia was born. Belia was the product of a virgin birth that caused her mother’s death, so the cult knew she was special from the start. As she grew, a strange voice in her head claiming to be none other than Zadoth, the cult’s mysterious patron, guided Belia into the role of a powerful oracle. As the years passed, Belia demanded greater and grislier sacrifices for Zadoth, forcing her cult to seek farther afield for victims. Eventually, the authorities tracked the cult down and launched an attack on the shrine. Enraged, Belia slaughtered soldiers and cultists alike, then abandoned her blood-soaked home forever. Since that day, Belia has followed Zadoth’s whispers exclusively, even though she knows little of what Zadoth might actually be.

    Belia made her home in the strange backwater town after meeting the Professor. Her desire to follow the will of Zadoth, and uncover his mystery far outweighed her duties and aliegience to the legendary band which had come to form around her; The Hellblood Corsairs. She had never been closer to the truth, standing at the forefront of the strange professors studies - yet, just as the very truth revealed itself before the seemingly infinite wisdom of the old man - he was taken from her. Murdered, and the truth perhaps forever lost. Though held amid her own explosive fury and anguish, she lingered in Ravengro, haunting the deceased professors home. For she knew, in time, those who knew the old man would return to see the man buried. Perhaps one of the men knew of his work - perhaps not. Yet now they were her best option to uncover what secrets the professor had unearthed, and perhaps cost him is very life.






    Spoiler: Status Block: Form 1
    Show


    Belia of Zadoth CR 18 XP 153,600 Female human haunted one oracle 18 (Pathfinder RPG Advanced Player’s Guide 42)
    NE Medium humanoid Init +4; Senses Perception +20

    Defense AC 30, touch 18, flat-footed 25 (+10 armor, +3 deflection, +4 Dex, +1 dodge, +2 natural)

    hp 252 (18d8+108)
    fort +15, Ref +15, Will +18 DR 5/bludgeoning
    Weaknesses haunted

    Offense
    Speed 30 ft.
    Melee +4 human bane dagger +21/+16/+11 (1d4+3/17–20)

    Spell-Like Abilities (CL 18th; concentration +24)

    4/day—vision Oracle Spells Known (CL 18th; concentration +24) 9th (3/day)—astral projection, wail of the banshee (DC 30)
    8th (5/day)—earthquake (DC 29), horrid wilting (DC 29), mass cure critical wounds, mass inflict critical wounds (DC 29)
    7th (6/day)—blasphemy (DC 28), control undead, destruction (DC 28), mass inflict serious wounds (DC 28) repulsion (DC 28)
    6th (7/day)—blade barrier (DC 27), circle of death (DC 27), geas/ quest (DC 27), heal, mass inflict moderate wounds (DC 27)
    5th (7/day)—breath of life, insect plague, mass inflict light wounds (DC 26), raise dead, slay living (DC 26), true seeing
    4th (7/day)—air walk, fear (DC 25), greater magic weapon, inflict critical wounds (DC 25), poison (DC 25), sending
    3rd (7/day)—animate dead, bestow curse (DC 24), dispel magic, inflict serious wounds (DC 24), prayer, water walk
    2nd (8/day)—death knell (DC 23), false life, hold person (DC 23), inflict moderate wounds (DC 23), silence (DC 23), undetectable alignment, zone of truth (DC 23)
    1st (8/day)—cause fear (DC 22), command (DC 22), cure light wounds, doom (DC 22), inflict light wounds (DC 22), obscuring mist, sanctuary (DC 22)
    0 (at will)—bleed (DC 21), detect magic, detect poison, guidance, purify food and drink, read magic, resistance, stabilize, virtue (Mystery: Misfortune/Bones)

    Statistics:
    Str 8, Dex 18, Con 18, Int 12, Wis 14, Cha 32
    Base Atk +13; CMB +12; CMD 30

    FEATS
    Bleeding Critical, Critical Focus, Dodge, Great Fortitude, Improved Critical (dagger), Iron Will, Lightning Reflexes, Quicken Spell, Toughness, Weapon Finesse

    Skills
    Intimidate +27, Knowledge (history) +22, Knowledge (religion) +22, Perception +20, Sense Motive +23, Spellcraft +22

    Languages: Abyssal, Aklo, Common, Polyglot; tongues, telepathy with haunted ones 100 ft.

    SQ oracle’s curse (tongues),
    revelations (armor of bones, death’s touch, soul siphon, spirit walk, voice of the grave, Misfortune, Fortune),
    true lore 4/day

    Gear

    +1 human bane dagger, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, true seeing ointment (3 doses), ring of force shield, ring of protection +3, 2 jacinths (1,000 gp each), 80 onyx (2,000 gp in all), spell component pouch, ritual knives, 184 pp



    Last edited by Mornings; 2016-04-23 at 04:26 PM.

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    Default Re: Pale Departure: That Which Whispers

    May'li Artel - "The Dawnhammer"

    None other then the famous Taldorian bard. After her sister's death, she left the country, intent on never returning. After earning her fortune in theater, she spent the following few years in Oppera after being accepted in The Kitharodian Academy, becoming the youngest Minstrel Master to both attend and graduate with honors from the school at the tender age of 17. Using her newfound wealth, she established The Dawnhammer, a traveling tavern and theatre which quickly built a large following and significant renown throughout The Inner Sea. Though finding nothing but significant commercial success, her personal life begun to take a turn for the worst as her health begun to deteriorate. It was true that young woman possessed a terminal illness, and in time it would claim her life; or so she believed.

    She had traveled long and far throughout Avistan until she had met Professor Lorrimor. Under his intensive study and examination, the truth of her illness came to light. It was far worse then she had dared to believe. Her blood had been tainted since her birth, the affliction developing further over time. The taint which had begun to manifest was of a forbidden knowledge locked away within The Vaults of Orv. Lorrimor had done all he could, even going so far as to venture The Darklands himself and in time developing a remedy to help balance the violent tumultuous evil which threatened to consume her. While she could never be cured of the affliction which was her own body, she would live, and the medication would help her control the malevolence which lurked within her mind. The fierce Dervish of Desna returned to Ravengro in tow with the late professor's guests to uncover the truth of the man's death.




    Spoiler: Status Block: Young
    Show
    Last edited by Mornings; 2017-04-27 at 06:28 PM.

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    Default Re: Pale Departure: That Which Whispers

    Father Michael Est Sipel - "The Sword-Saint of Kintargo"

    A warrior priest of great renown. Father Sipel has become a living legend to the peoples of Mendev, fighting at the forefront of the WorldWound for over 4 decades. His fame as a Mendevian Crusader has reached far and wide, having met with great victory against terrible odds and cutting down the wicked demons of the Abyss in vast number. The living legend of 'The Saint of Kintargo' has become a battle cry upon the fields to the north.

    The knightly priest has grown old over the years, but his devout and tireless efforts continue to press him forward. He has not been upon the battlefields in a handful of years, age finally catching up to the warrior. Yet still, he travels the neighboring lands with his heralds, putting down evil where he finds it.

    Long has he known professor Lorrimor. The studies which the man conducted stood at the forefront of attention within the holy community, as new methods to combat the undead were developed. Sipel developed a close friendship with the professor over the years, assisting him in his projects and efforts to better understand the forbidden and occult paths which the dark magicians of the land so readily employed against the nation and its people. Learning of such practices was extremely difficult, outside of such wicked organizations - but the priest had learned much in his many years of faithful duty and contesting such evil men. The professor had not failed to impress him with his application of the knowledge he gained, yet, he withheld a certain measure of reservation when dealing with the man. While they were friends, it was not lost upon him that Lorrimor's methods were wild and shameless. It was the results, not the method which mattered to him most - and that was something the priest could not ignore. Many men had fallen into the paths of evil inclinations in the very same manner, thus he resolved to keep an eye on the studies of the professor, least he fall victim to his own designs...





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    Default Re: Pale Departure: That Which Whispers

    Traveler - Wanderer (Lancer)
    As an experienced traveler, you have developed an expertise in traveling the dangerous roads of Ustalav.



    Sell-Sword: Undead Slayer




    Bodyguard/ Guide + Scout - (Rake)




    Soul Guide - Escorted spirit of wife




    Ascension Games - Path of Iron

    Talented witch
    White Witch
    Swallowtail Blademaster
    Live-Giver (Summoner)
    Vitalist
    Divine Exemplar
    Spellgun Magus
    Cacophony Blaster
    Gun Sage
    Direlock + Dread Masque
    Pugilist
    Wind Warrior + bladewalker
    Edgewalker
    Aegis
    Battle Adept
    + Feat Archon Style
    Psychic Warrior
    Warder
    Fiendbound Maurader
    Last edited by Mornings; 2017-11-10 at 10:08 PM.

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    Default Re: Pale Departure: That Which Whispers

    Efrance Dalmon - The Hero of Brevoy
    http://i44.photobucket.com/albums/f7...ps6vlw5m15.jpg

    Sir E'France Dalmon was born to House Dalmon. A noble house known for producing fine swordsmen even in Taldor. E'France had spent most of his life refining his swordsmenship and attending The Choral Academy, studying science, history and the arts as he was groomed to succeed his father. That day would never come; On his 22'nd birthday, E'France inherited a small military post outside of Rostland - a simple and unremarkable little fort to serve as a strategic position and provisioning base for the Rogarvia regular army. Over two-years he turned what was once - near to nothing, into a successful and bustling small trade village between Issia & Rostland. An undeclared 'neutral ground' serving as a buffer between the bitter nations.

    In AR4704, unexpectedly and suddenly - E'France's estates were seized by The House of Dalmon, and the twenty-six year old noble was escorted under armed-guard back to his home. It was there he was stripped of his name and title then cast out of his House. All had seemed to be going so well - the pride of his family; but it was not but a month previous that the secret of his birth had been revealed. His mother had been unfaithful to his 'father' with some nameless half-elven man he had never met. Though his father's advisers begged on E'France's behalf, he would not listen - caught in both anger and disgust. The young man was sent into exile.

    AR4706: Returning back to the land he once ruled after two-years of wandering - living by his swordarm, he decided to settle, serving his former subjects as best he could. He was welcomed openly, yet the life he had begun to build would be burned to the ground. War returned to the tumultuous nation - The armies of Rostland and Issia met in heated combat at Lake Reykal once more. The war lasted 6 months, stagnating as provisions and men begun to run in short supply - skirmishes burned the countryside as both parties fought and stole whatever supplies they could find, unwilling to break away from the field with the enemy before them. E'France's town was raided as were many others - a terrible attack from which it would never recover. He begged aid from The Rogarvia, but with their noble head missing - they were left directionless and defanged. Heartbroken and furious - he took up the twin-headed banner of Brevoy. If none would stand for his home, he would stand alone.

    The 3rd Battle of Reykal ended with no victor, and by the sword of one-man. Bearing the standards of Brevoy, House Dalmon and House Rogarvia E'France stormed the field of battle alone - challenging Rostland's Milrena Aldori, and Issia's Domani Surtova to single-combat, boasting how he would defeat them both at once. No Aldori Swordlord could turn away from such a blatant challenge, nor could the King's Uncle Domani allow himself to be humbled before both his men and his enemy. The terms were set, the duel accepted.

    The legend that would become E'France Dalmon begun that day. In a duel unlike any before it, the exiled noble fought with a fury and intensity never before seen. Besting Milrena and Domani simultaneously in an entirely one-sided onslaught, disarming them both. Ending the war in an instant. For his actions he received a knighthood from The House of Rogarvia's Crimson Order - once again reclaiming his nobility. Unsatisfied with his victory alone - E'France traveled both Issia and Rostland with the reinvigorated Rogarvian Knights, dueling some of the greatest Swordlords and warriors either nation had to offer, subjugating them into a tentative peace over the course of a five-year campaign. For his actions, he received the blessing of The House of Dalmon once again - reclaiming his name and his place in history as a noble sword-master of the people and peace.

    Within Rostland, E'France Dalmon is spoken of with equal measure of resentment and awe. Often compared to Sirian Aldori himself - as similarly, both men had changed greatly during their periods of exile returning as a force to be reckoned wielding unparalleled mastery of their art. Yet, it was evident that E'France Dalmon knew nothing of the Aldori's techniques nor The Swordpact - thus the mystery as to his transformation remained a hotly debated subject for the proud swordmasters.
    Last edited by Mornings; 2017-04-27 at 06:29 PM.

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    Default Re: Pale Departure: That Which Whispers

    Valdis Erthe'Anon


    Last edited by Mornings; 2017-04-27 at 06:29 PM.

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    Default Re: Pale Departure: That Which Whispers

    The Palatine Council of Defense

    Professor Talisan Breys (Specialization:Unknown / Occupation: Unknown)
    Professor Limual Calburn (Artifacts, Magic tools, Fabrication Grand-Savant)
    Professor Vanici Viacarri Vantil (Archmagister, Sin Magic & Umbral Magic, Inner-Sphere Grand-Savant)
    Doctor Thrice (Illusion, Psychology Grand-Savant)
    Doctor Low (Alchemical Grand-Savant)
    Professor Petros Lorrimor (Necromancy, Undead, Spiritual Grand-Savant)
    Dr. Leis Richleau (Lepidstadt, School of Medicine, Medicinal Grand-Savant)
    Professor Acciani Viacarri (Lepidstadt University Dean)
    Professor Kendal G. Cross (Æther Master, Black Scholar, Tapestry Grand-Savant)
    Professor Bechal R. Rossfield (Thassalonian Scholar, Lore Grand-Savant)
    Professor Salice H. Kelgore (Kelgorian Scholar, Outer-Sphere Grand-Savant)
    Professor Etalin T. Efal (Demi-Planes, Incorporeal, Demi-Magic Grand-Savant) ------ [Deceased]
    Professor A'Seere (Specialization:Unknown / Occupation: Unknown) ------ [Deceased]
    Professor Kardimine Kell Eron (Androffan technologies, constructs, Technomancer Grand-Savant)
    Dr. Marrisa V. Treyes (Nature, Fey, First World Grand-Savant)



    The Taker of Eyes (Bodak)
    Amshel Veraine; a knight of Lastwall who sought to take the battle against evil to the Abyss itself.


    Arcaeum Hall - The Godless Halls
    Last edited by Mornings; 2016-05-28 at 02:08 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Aegisir: L'As'Maral
    Show


    Aegisir: L'As'Maral



    Spoiler: Aegisir: Ar'Cor'Kerym
    Show


    Aegisir; Ar’Cor'Kerym - (Elvish: Kingsblade)

    [/CENTER]



    Spoiler: The Eldest
    Show

    The Eldest: Amarillis'ai'loki



    Spoiler: Sun King
    Show

    Valper Galilei, The Sun King


    Spoiler: Efal of Nine Talons / Efett'Tal Lae'val
    Show

    Valdis Erthe'Anon
    Efal of Nine-Talons



    The Lady of Morning - Rhis Valaria Childman

    Quortek V'dre -- The Soul Warren
    The Inverse
    The Inverse World - Rathi'Dol'Ri
    Istovet Nacta - ' The Veil Piercer '

    (Halja'Fel)

    - Lady Roslen Alery, daughter of Lord Alery master of the Foreign Ministry of the High Court or Magnimar. She recognized the women's face instantly. She knew of her, because she had been lost... 'abducted' so they said, by highwaymen some years ago. They demanded an insane ransom for her return. It cost the Lord nearly all of his personal wealth. He sold his property and paid the criminals their money... however, in exchange he received only her body. The leader, clawed and scarred said she'd resisted them and tried to escape, so they put her to the sword. Lord Alery, devastated by his loss, vanished from the public eye for years. It was only until recently he had reemerged to the public once more, holding both his former title and being instated as High-Judge Alery. He vowed to see criminals like those that had slain his daughter brought to justice, that no one need know the pain and suffering he had endured... the act had created a stone man. A hard man. With freezing eyes, and a calm transparent temperament, that levied the weight of the law with complete lifeless and un-endearing disquieting silent ferocity. He was a man feared by any man on the wrong side of the law, and the story... this women's face... had both become quite famous.... how was she here now?

    "Astrok'Ru Ascendence"
    http://www.giantitp.com/forums/shows...&postcount=259

    "Siviri'Felaalna, Who Cursed the Dark, the Light, the Gray & the Night"
    http://www.giantitp.com/forums/shows...&postcount=264

    "Kelgorian Codex Prt. 1"
    http://www.giantitp.com/forums/shows...&postcount=254

    "Kelgorian Codex Prt. 2"
    http://www.giantitp.com/forums/shows...&postcount=266

    Codex Prt. 3
    http://www.giantitp.com/forums/shows...6&postcount=99

    The Exiled Son OOC
    http://www.giantitp.com/forums/showt...Exiled-Son-OOC

    Book of Bleakness
    http://www.giantitp.com/forums/showt...3#post19322363

    The Dread-Beasts, the Qos'fuer-Yon
    http://www.giantitp.com/forums/shows...&postcount=193

    Veilbeasts, the Ramath'barra (Isto'thac)
    Dreamspawned Nightmare, the Ramath'silinrul (Elil)
    http://www.giantitp.com/forums/shows...8&postcount=12

    The Mother - 7th Chapter Angel, Nights

    The Blessed Mother - Maythalin (oldest) - chosen; Owsla of the First
    The Mother of the Black Veil - Hensa (middle) - chosen; Lady Black
    The Mother of the First - Tanselri'fel (youngest) - chosen; Lady of Morning, Rhis

    The Veil, Crucible, Enforces & House of the First - Here

    'The Seclusion of Terminating Prescience'
    http://www.giantitp.com/forums/showt...ral-Fate-(OOC)

    House D'Alice & Gri'Athal, the Glacial Talon
    http://www.giantitp.com/forums/shows...31&postcount=6



    Sif & Ser
    http://www.giantitp.com/forums/shows...&postcount=128

    Nelrin'fel - Teller of Lies / P'yii, Teller of Truth
    http://www.giantitp.com/forums/shows...&postcount=114

    U'Uljilatli'Yjiik, Who Spoke In Wisdom
    http://www.giantitp.com/forums/shows...1&postcount=98

    Aucturn Enigma

    "SIEGE OF MAGNIMAR, SONG OF MORNING / DAUGHTER OF EVENINGS"
    http://www.giantitp.com/forums/shows...&postcount=120


    Faustian Orb (Materia), Epsilon - Earth, Weapon
    +1d6 Acid dmg

    Corrupted Fate - Nelrin'Fel incarnation--------------------------------------------



    6th Key "Twinkling Star", Tylonian-Adamant Alloy Sorey Shortsword of Hovering +3
    The blade sheds small sparks of white light while hovering
    1d8+3, 18-20x2, 2lbs, S/P

    Ignore 10 points of hardness
    Hardness 20 / Hit points 10

    Regardless of the damage this weapon sustains, or even if destroyed completely, "Twinkling Star" completely regenerates after 1d4 hours. This weapon can only be destroyed permanently if completely submerged in an Inubrix-infused oil for 6 days then sundered by the 1st Key "Black Star" within 1 hour of being removed.

    1/day the sword can be commanded to activate it's special ability as a free action while hovering. When activated the sword bursts into a blade of shimmering white light and launches itself towards one target within 30 ft. The sword delivers a ranged touch attack using the master's highest ability score. Upon successfully striking its target it deals an extra 2d6 of fire damage and ignites the creature in writhing white flames.

    Hovering: A hovering weapon does not fall to the ground when dropped. Instead, it floats next to the character that dropped it. It floats adjacent to that character, moving up to 60 feet/round to do so. If the hovering weapon is ever unable to remaining adjacent to the character that dropped it, it falls to the ground. While hovering it counts as an unattended object, and can be freely grabbed by anyone able to reach it as a swift action without provoking attacks of opportunity. Minor evocation; CL 1st, Craft Magic Arms and Armor, floating disk; Price +1/2 bonus.


    Spoiler: TYLONIAN WEAPONS
    Show

    Special Qualities:

    Shards: This vicious, deadly ability is common among wielders who prize the agony they inflict upon their enemies. Three times per day, a weapon with this trait breaks off tiny, sharp fragments when it cuts into a foe. The weapon’s wielder must declare he is using this ability before rolling his attack. Anyone hit by this weapon must succeed at a Fortitude save (DC 13 + 2 per weapon point invested in this trait) or take 1d6+1 points of damage per weapon point placed in this ability. Weapon Points: Varies

    Encoded Form: This option allows a Tylonian weapon to rapidly shift between two distinct forms. For every point you spend on this ability, you can spend a point on an alternate form for your weapon. Changing between your weapon’s current form and this alternate one requires only a full-round action rather than the 10 minutes per weapon point spent. For example, if you spend 3 points on this ability, you can create an alternate weapon that re-allocates 3 of the points spent on your current weapon form. You cannot re-allocate the points spent on this ability. Weapon Points: Varies

    Concealment (Small): This weapon’s color and appearance allows it to resemble an innocent item. Anyone who inspects it must succeed at a Search check (DC 15) to notice that it could function as a weapon. You can increase this Difficulty Class by 2 for each additional weapon point spent on this ability above the base cost. Weapon Points: 2

    Energy Damage: The crystal lattice within this weapon collects and channels ambient magical energy. When it strikes an opponent, it channels this energy into her. When you select this ability, pick an energy or elemental type. This weapon’s damage is considered to be of that type in addition to its original type (piercing, slashing, etc.). Weapon Points: 3

    Boomerang (Small): A weapon with this trait returns to its wielder when it is thrown. Catching it is a move action. Otherwise, it lands in the space where the thrower made his attack. The weapon must have a range increment to gain this ability. Weapon Points: 1
    Last edited by Mornings; 2020-06-21 at 06:29 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Bechal Rossfield
    Show

    The Misbegotten Auspex

    Bechal Rossfield









    The Unsung King

    Kyo'feir Shar, Adessa's Veiled Mind.
    The focused mind training is the introductory foundation of the Kyo'feir



    Spoiler: Acquired Cards
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    Spoiler: Silver Fate - Qos'namba, S'Sussun'sol
    Show



    Qos'namba, S'Sussun'sol, - The Dreadhammer, S'Sussun'sol - The Lightless Eye (x5)




    Name: Dreadhammer, S'Sussun'sol - The Lightless Eye (I)
    Potential: ✦⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 24
    Cost: 20
    Activation: Swift
    Duration: Limited
    Fate: Support
    Grade: Silver
    Detail: The S'Sussun'sol was once the legendary weapon once wielded by High King Ar’Cor'Kerym, who presided over all magic and darkness of the Second World. It was his very hammer which shattered the world during the war which ended all war. The divided fragments which remained became the realms of Tangi'thac and Isto'thac. In the wake of the devastation rose brave Elahkhuur. With the creation of the Wheel and Council, King Ar'Cor'Kerym relinquished the S'Sussun'sol to Elahkhuur, who sealed it within the Black, but immortalized its likeness upon the Council's sacred walls. The Dreadhammer became the sigil of the blessed union of Wheel & Council, and the greatest symbol of power during the civil years of the Second World.

    ✥ [Lesser] Manifestation: Summon's the Dreadhammer S'Sussun'sol (Intelligence-based weapon - Deals 10d6 Bludgeoning & force damage, receives +10 circumstance bonus to attack rolls, grievous wounds +30% )
    ✥ [Potential] Ruinous Return: All creatures within 60ft must succeed DC30 fortitude save or become panicked for 2d4 rounds after performing a [Manifestation]
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????




    Name: Dreadhammer, S'Sussun'sol - The Lightless Eye (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 20
    Cost: 18
    Activation: Move
    Duration: Instant
    Fate: Support
    Grade: Silver
    Detail: The S'Sussun'sol was once the legendary weapon once wielded by High King Ar’Cor'Kerym, who presided over all magic and darkness of the Second World. It was his very hammer which shattered the world during the war which ended all war. The divided fragments which remained became the realms of Tangi'thac and Isto'thac. In the wake of the devastation rose brave Elahkhuur. With the creation of the Wheel and Council, King Ar'Cor'Kerym relinquished the S'Sussun'sol to Elahkhuur, who sealed it within the Black, but immortalized its likeness upon the Council's sacred walls. The Dreadhammer became the sigil of the blessed union of Wheel & Council, and the greatest symbol of power during the civil years of the Second World.

    ✥ [Lesser] World-Shattering: Smashing the hammer into the ground you unleash a massive 30ft blast centered on yourself. All creatures within this blast, with the exception of yourself, must succeed a DC18 reflex save to avoid being reduced to negative one hit points and dying. Creatures who succeed this save are instead thrown back 15ft and suffer 6d6 points of piercing and force damage (DC25 fortitude save to half the damage). Creatures who possess magical barriers have their barriers effected first, and otherwise function as normal. This ability can only effect non-mythic creatures and creatures with less than three-times your own arcane aptitude.
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????
    ✥ [Potential] ??????



    Spoiler: Silver Fate - Chath'de'nossta
    Show



    Chath'de'nossta - Deadfire Birth, Calamity (x2)




    Name: Chath'de'nossta, the Deadfire Birth (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 16
    Cost: 10
    Activation: Standard
    Duration: Instant
    Fate: Support (Spell)
    Grade: Silver
    Detail: Tresk'ri-Chath, the Worldfire was the First Flame. The first fires which ever were throughout the Three Worlds. The Child, A'Asllya'Fel - The Worldforge, brought the mighty flames from a nameless universe far above, out of the reach of the gods which could be named. As a gesture to her Mother, she gifted the flames to the House of the First. With it the Mother of the First took the flames and created a small cursed patch of embers. With a sweep of her hand she cast the embers out into the unkindled universe, creating the Cha'kohk Chath - the Cursefire. The wicked flames spread and from the fires life was born; a chaotic existence. When the old needed to be purged to fuel new life, the most fierce of its fires were unleashed in small and controlled burnings. It would be long before they learned of it's lingering blight upon creation when used in such a way...

    ✥ [Lesser] Cursefire Blast: The caster unleashes a 10ft blast of flames within 60ft of himself. Creatures within this blast must succeed a DC22 reflex save and will save. Failure of a reflex save inflicts 5d4 points of fire damage and 1d10 points of Spite, while failure of a will save curses the target with a random Spite effect for 1d4 rounds. Upon successfully effecting at least one target, the fires produce an effect identical to a Lesser Blessing of Lane. Using this ability inflicts 1 points of Spite on the caster.
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    Name: Chath'de'nossta, the Deadfire Birth (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 20
    Cost: 10
    Activation: Standard
    Duration: Instant
    Fate: Support (Spell)
    Grade: Silver
    Detail: Tresk'ri-Chath, the Worldfire was the First Flame. The first fires which ever were throughout the Three Worlds. The Child, A'Asllya'Fel - The Worldforge, brought the mighty flames from a nameless universe far above, out of the reach of the gods which could be named. As a gesture to her Mother, she gifted the flames to the House of the First. With it the Mother of the First took the flames and created a small cursed patch of embers. With a sweep of her hand she cast the embers out into the unkindled universe, creating the Cha'kohk Chath - the Cursefire. The wicked flames spread and from the fires life was born; a chaotic existence. When the old needed to be purged to fuel new life, the most fierce of its fires were unleashed in small and controlled burnings. It would be long before they learned of it's lingering blight upon creation when used in such a way...

    ✥ [Lesser] Lifebane Flame: The caster unleashes a 60ft blast within 200ft of himself. All non-mythic creatures caught within the blast must succeed a DC20 fortitude save or be instantly slain. This spell may only kill a number of HD worth of creatures equal to half the caster's aptitude. The caster and creatures who succeed this save suffer 3d6 points of Spite. Slain creatures rise again in 1d4 rounds as Pyreflame Deadsoul Elementals; furious evil entities sworn to drag back the caster and any mortal who has summoned Cursefire into the heart of Cha'kohk Chath to burn for eternity. This ability does not ignore other potentials, abilities, immunities or resistances and mythic creatures are immune to this effect.
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    Spoiler: Gold Fate - Project NEMESIS: NYNE
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    Project NEMESIS: NEMESIS Agent - NYNE




    Name: Project NEMESIS: NEMESIS Agent - NYNE
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 28
    Value: 24
    Cost: 50
    Activation: Other
    Duration: Other
    Fate: Soul
    Grade: Gold
    Detail: With the world lost Professor Reccu had little choice but to commit to the premature initiation of the Project. Each of her agents was assigned to the NEMESIS, ensuring each reached their predetermined time and world, but with reality crumbling behind them measures had to be taken... NYNE, volunteered to stay behind and hold the Novella Orsus for as long as she could; it was borrowed time. By her sacrifice, the second Cycle could begin; a new world, built with the pieces of the old. Reccu held out hope beyond hope, that this time they would be able to prepare for the end swiftly coming. For a second time, NYNE stood alone before the Dark Door, holding the darkness at bay; her burden growing each day as Valpurga weakened. She stood, pressing the Door closed tirelessly, granting life for one more hour... for one more day... for one more year, to all mortals of the Three Worlds; just as she did still. Her strength had long ago crumbled before her monumental task, and each Project Director knew their lives would last only as long as the power-cells of NYNE's nano-synthetic frame persisted against the colossal strain. She had been the greatest undertaking they had ever completed, the foundation and progenitor of everything that was NEMESIS; the now complete, Project ATLAS.

    ✥ [Lesser] The First Doorway: NYNE opens one of the lower doors of the Novella Orsus. Upon use door number (1d100) opens. After using this ability, this card is returned to the deck. 'The First Doorway' cannot be used again on the timeline which it was activated. This ability does not create a portal or any similar feature to bring the caster to the unlocked passage, it only opens the designated door.
    ✥ [Greater] Final Directive - Project ATLAS: If the Primeval Dark is unleashed and the game ends, you may restart the game from the last Divergence with your current progress. This card is removed from the game upon activating this ability.
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    Spoiler: Bronze Fate - Un'Khlasta
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    Un'Khlasta - The Deathfire Tempest (x6)




    Name: Un'Khlasta - The Deathfire Tempest (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 24
    Cost: 14
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Lesser Deathfire Manifestation: A novice Un'Khlasta manifestation; despite the spell's incomplete and unstable execution, it still possesses remarkable strength. The caster unleashes a 20ft explosion within 120ft, dealing 3d4 points of fire damage per HD she possesses. Afterward a second blast occurs, unleashing a wave of heated air as the spell prematurely terminates dealing 10d4 points of sonic damage to all creatures in the blast radius. Creatures may attempt an acrobatics check for half damage (DC10 + HD + 1/2 Aptitude). The caster is dazed for 1d3 rounds, but may succeed a DC20 fortitude save each round after the first to end this condition.
    ✥ [Potential] [Invest 10 additional focus while casting to unlock Potential]
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    Name: Un'Khlasta - The Deathfire Tempest (II)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 16
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Fragmented Deathfire Blast: A novice Un'Khlasta manifestation; the magician rose a large amount of magic while casting the spell but failed to properly condense the energy and execute the casting properly. Even still, the partial manifestation is capable of unleashing chaos and death upon those caught in the blast. The caster unleashes a flurry of blasts within 300ft of himself. Upon casting this spell 1d6 blasts with 20ft radius randomly appear within the general region the caster was aiming, with blast areas being randomly placed and capable of drifting between 5ft to 30ft from their original targeted square. Targets within these zones suffer 1d4 points of fire damage 1d6 times for each blast they are in. Effected creatures must succeed a reflex save to reduce this damage by half and an acrobatics check from each hit to avoid being knocked prone from the explosions (DC10 + HD + 1/2 Aptitude).
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    Name: Un'Khlasta - The Deathfire Tempest (III)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 16
    Activation: Other (Full round action)
    Duration: Instant
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The legendary archmage and Grand Savant of the Grand Conclave, Professor Salice Kelgore, was a famed genius and master of evocative and intricate magic of unparalleled might. Much of her success was attributed to simply being heir to the Kelgore name, but much of her work was revolutionary in its own regard. Professor Kelgore's specialty came in the form of long winded chants and condensed magical foci in the form of various elaborate gestures and prepared tools, all to create a degree of arcane potency never before achieved with conventional magic. Unfortunately that made her spells somewhat impractical for improvised casting, but when time allowed it, magic of a scale and effect unnatural to the world could be unleashed. The famous fire spell named the Un'Khlasta was one such example. Considered the most advanced fire-magic ever conceived within the traditional world, it has become a paramount cornerstone for any magician seeking to earn the title of 'Master Evoker' to be capable of casting this spell. In terms of fame and recognition within the magical world, the Un'Khlasta was only second to the, always-classic, Fireball spell. Various degrees of casting existed for the Khlasta, but the greatest executions of the spell within the modern world have been well known to be capable of devastating entire cities with a single use. Those who can muster the greater manifestations of this spell are highly desired and valued the world over. The military might between magical nations is primarily determined by the number of Witches and magicians they possess which are capable of casting this very spell, and to what degree.

    ✥ [Lesser] Failed Explosive Manifestation: The caster unleashes a 20ft blast at a target within 10ft. Both himself and effected creatures are thrown back 15ft (no save) and suffer 1d6 points of fire damage and 1d6 points of sonic damage per hit dice the caster possesses. Effected creatures must succeed a reflex save to reduce this damage by half, if the caster succeeds he negates this damage. Creatures who fail this save are knocked prone at the point they are moved to by the blast (DC10 + HD + 1/2 Aptitude).
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    Spoiler: Bronze Fate - Ru'lavs Tang'asrogg
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    Ru'lavs Tang'asrogg - Pyreclasim, Flame of Ruin (x4)




    Name: Ru'lavs Tang'asrogg - Viacarri's Pyreclasim, the Flame of Ruin (I)
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 26
    Value: 18
    Cost: 22
    Activation: Other (Full round action & Concentration)
    Duration: Limited
    Fate: Support (Spell)
    Grade: Bronze
    Detail: The Un'Khlasta spell was without doubt a terrifying and powerful spell, however Professor Kelgore's focus of study was in ritual and compound magics to increase the potency of her magic. Unlike the first Hexen, Grand Savant and Achemage, Vanici Viacarri Vantil - she was not a true specialist of evocation. The Witch King Viacarri was a pure and natural Evoker, the first C'Inbalak - the feared and taboo Witches of destruction, known as 'Havokers'. In the modern world, the C'Inbalak had all but gone extinct after centuries of being killed at birth by decree of the Coven and the Second Hexen. Now the art of destruction had all but been lost to the modern Witches, but the lessons from those days past remained. The Ru'lavs spell was a forbidden magic taught in history which was unleashed by Viacarri, with a single casting she had destroyed their magical homeworld, and had since created a new home in Duvan. Depictions of the spell still remained, as did a handful of hidden grimoire which contained instructions on its casting; but the spell could only be manifest by a C'Inbalak Witch, and thus it fell away into history and lore.

    ✥ [Lesser] Eternity Spark: The Witch has not learned to successfully cast the Ru'lavs, but can use the fundamentals of the spell to mimic the spark cantrip and unleash untold devastation upon the land with waves of blazing magical wildfire. The caster creates a blazing gout of hellish white fire in a 20ft burst at a target within 1 mile. The flames ignite non-magical creatures and objects (no save) while magical creatures must succeed a fortitude save (DC10 + HD + 1/2 Aptitude) to resist the fires each round. Creatures which have been lit aflame ignite the square they occupy at the end of their round, while unoccupied areas which have caught flame ingite adjacent squares. These fires cannot be quelled conventionally and will continue to burn even while fully submerged. The fire can only be quenched by spells with a caster level twice that of the Witch's HD. The fires burn for as long as the Witch maintains concentration and spends 1 point of focus per round, and for 1 minute after her concentration ends. Ignited creatures suffer 1d8 points of fire damage, 1d6 points of wisdom damage and 1d4 points of constitution damage each round, while objects suffer 3d6 points of fire damage.
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    Spoiler: Bronze Fate - Svetlana Sidorenko
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    Svetlana Sidorenko - Iron Hawk (x3)





    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 10
    Cost: 4
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Lesser] Fate Mirrored - Parry: The Witch is able to piece together small fragments of the soul's past, using them as a shield upon the mirrored surface of the Weave. A fragmented image of Iron Hawk is summoned to defend the caster. The summoned clone cannot perform any actions aside from performing the defensive parries and riposte skills of the soul they represent, with identical limitations. The Witch must succeed a spell focus check each round the illusion remains, beginning with DC 22 and increasing by 2 each subsequent round. Upon failure this spell ends.
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    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 22
    Value: 10
    Cost: 6
    Activation: Standard
    Duration: Limited
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Lesser] Fate Mirrored - Strike: The Witch is able to piece together small fragments of the soul's past, using them as a weapon mirrored upon the Weave. A fragmented image of Iron Hawk is summoned to fight next to the caster. The summoned clone occupies the same square as the caster and always stands next to her. It cannot perform any actions aside from performing a single melee attack or taking an attack of opportunity when eligible. The Witch must succeed a spell focus check each round the illusion remains, beginning with DC 22 and increasing by 2 each subsequent round. Upon failure this spell ends.
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    Name: Svetlana Sidorenko - Iron Hawk
    Potential: ⯎⯎⯎⯎⯎⯎
    Min. Aptitude: 24
    Value: 14
    Cost: 8
    Activation: Standard
    Duration: Permanent
    Fate: Soul
    Grade: Bronze
    Detail: Svetlana was born burdened with expectations, and always being compared to her younger sister. Marriage, children.. motherhood. In her heart of hearts, she was more of a man then those who stood at the heard of her family. Finally, she mustered the courage to leave it all behind, enlisting in the military under her brother's name and feigning an identity . It was far easier than expected, and she unexpectedly found a place to belong. It didn't take long to realize that she was an exceptional soldier and an even better fighter. While she enlisted as infantry, her knowledge of mathematics, geography and mechanics earned her the attention of Major Alexander Suvorov, who transfered her into the 4th Guards Kantemirovskaya Tank Division. During the Battle of Voronezh her unit was routed. Separated from her allies she attempted to rendezvous with the main force, but became engaged while lending aid to an allied position pinned down from machine-gun fire. Rising above the call of duty, Svetlana led a three-man assault on the fortified enemy position, shifting the tide of the battle. During the battle she suffered numerous wounds, and was left disabled with two dead. In a selfless act of bravery, she used her last grenade to detonate the munition store of the bunker and destroy the enemy position. Svetlana was subsequently killed in the blast. For valor and bravery she was posthumously awarded various honors.

    From the black depths of death she woke again, to a foreign world and a face she did not know. The woman was crowned by a halo's light, and she was sure she stood before God, to meet her final judgment. Yet, this was not the end, God said she needed her strength once more to save many lives and the fates of worlds beyond number. There was a darkness inconceivable, which would soon drown out all life she knew. God could not let her rest yet, for a final battle was approaching. She would need to train herself and prepare for the prophesied day; and so she did.

    Receiving God's blessing, she plunged into a world without day. Surviving, learning and training with a strange old man in the arts of swordsmenship and mastering techniques to defeat the hellish denizens of the darkness, she persisted. He told her of the days before the Night; when sunlight had once existed, and that it would return again. She met others who trained in the same manner of combat, soldiers called 'Harriers'. Together though fought, and died, day after day - until at last the sun did return, and the darkness was banished. Hardened, seasoned by a year of endless combat, she knew this was only a precursor to the fated apocalypse. Her skills became renowned and she was recruited into Loveless, the most famed Harrier company that rose up from the one-year war. Each day she prepared herself for the future that would inevitably come.


    ✥ [Greater] Manifest Destiny: Iron Hawk The Witch has learned to draw forth the soul of the Iconic hero Iron Hawk, from across the Weave and into her reality. From across time, or even the chasm of death, the hero is summoned by the Witch into her world. The hero only has memories from their previous experiences or their last actions, and grants no knowledge from the Witch nor loyalty toward their master. The hero has all abilities, potentials, and equipment from their previous state and are removed from their previous place in the world if they were still living at the time of this ability's activation. The associated cost paid at the time of activating this ability decreases the Witch's total focus pool total, rather than reducing the amount of points she may spend that day. This only persists for as long as she leaves this spell active. The spell may be dismissed at any time as a free action, returning the Witch to her normal maximum focus point total. While the soul is manifested, it functions as the Witch's servitor and enjoys all benefits and vulnerabilities associated with its new.
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    Spoiler: Aolthor Tenebris - The Darkling Shade
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    Aolthor Tenebris - 'The Darkling Shade'

    In ancient lore, tales spoke of the Aolthor Wands. A weapon created by the Witch King of the era, with origins shrouded in secrecy. Each King was believed to have received a divine vision as their magic reached its peak, revealing unto them the hidden truth of such a wand's make. Such weapons carried the name of the King who forged it, and represented a legacy of power. The Aolthor Tenebris was an intricate long wand of spiraling wooden-textured white glass, said to have been a branch gifted to the King from the holy tree by the Blessed Mother; the mysterious sleeping goddess who was oldest amongst the sisters who ruled over the Three Worlds. Yet, unlike her sisters, she was far removed from it. Her divine domain did not reside within their multiverse, and rested somewhere far-far away from the Three Worlds, nestled in some corner of the divine realms whose name was known only to gods. As the tale spoke, the Lord of Battle departed the Three Worlds at the behest of Blessed Owsla, to defend her Mother's honor as champion within the gods tournament; and never one to refuse combat, she eagerly accepted. Holding nothing back in the final clash, Tenebris was said to have unleashed a spell 'so bright it extinguished rising dawn and dimmed two suns', before rousing the goddess herself from her rest. While thankful for the King's aid as champion, she complained that her magic was 'too bothersome to find respite' and that so explosive was the display, it would not allow her to sleep. Thus, she snapped off a branch off from her tree and presented it her, that she might rest undisturbed.

    The Aolthor Tenebris is an artifact bound to unimaginable forces of darkness and shadow. Magic cast with the wand visually appear as black void-like energies far unlike their original, the Witch may even choose to alter her spell's appearance further, increasing the DC to identify the spell by 30. The wand is a living vessel of the Witch King, and as such, is difficult to effect with magic. The DC to remove the wand with an Alaffa'elvriel is increased by 4, any effects which target the wand and afford a save uses Tenebris's saves rather than the wielder's. Magic targeting the wand from a non-mythic source which allow spell resistance are immediately negated without a save. As a sentient construct the wand possesses a will and desire all its own, and ten times per day as a swift action it may perform its own Spellweaves. Regardless of the mode of combat, duel or otherwise, if the wand is used to directly defeat another Witch or similar caster (to include spherecasters and Veilweavers), the weapon steals one random spell from the victim and adds it to its own spell repository. Stolen magic is no longer accessible to the original owner, nor is the wand's magic available to the wand's master - however the wand may choose to return stolen spells of its own volition. Due to the wand's function is a pseudo-construct, servitor and divine instrument it may wield up to a maximum of three individual Veils at one time.

    Magic woven by the legendary wand is unfathomably complex and often difficult to control. As such, all Spellweaves created while wielding the wand become 'blackened'; modifying the Weave's DC, randomly increasing or decreasing the DC by the wand's modifier. This potentially allows far stronger Weaves to be created by reducing the DC significantly, or causing even simple Weaves to fail. The Aolthor Tenebris may choose to modify its own spells and abilities by expending points from its own focus pool, however doing so puts a great strain upon the wielder - often causing effects similar to spited conditions when exceeding the wielder's own aptitude. The wand is immune to fear and similar mind-affecting conditions. Additionally, the physical weapon itself may only be destroyed after completing a three day-long ritual, requiring the wand be buried beneath the very tree from which it was hewn. After which, the Witch must cast magic strong enough to banish every shadow and darkness from the divine realm of the Blessed Mother. Upon the end of the third day without darkness, the wand becomes vulnerable for 1 hour - at which time it is considered to possess hardness 30 and a number of hit points equal to its focus pool.

    As the wilder's bond with the weapon grows, she begins to unlock unique forms of magical combat referred to as B'Bhai Duucald (Combat Talents) and B'Bhai Bhalta (Dueling Talents). Dueling talents only function during the ritual combat of a B'Bhai Dol'fhaal duel, while Combat talents may only be used outside of ritual combat and are forbidden from use in magical duels.

    Ego 53
    Speed (Fly): 90ft
    Teleport: 200ft
    Honor: 311
    Aptitude/Focus: 634
    Blackened Spellweave: +/- 2d20



    Spoiler: B'Bhai Duucald (Combat Talents)
    Show
    None


    Spoiler: B'Bhai Bhalta, (Dueling Talents)
    Show
    B'Bhai Bhalta, (Dueling Talents)

    Spoiler: HD1
    Show
    HD1: Bleak Bastion I: The signature void-like shields of Tenebris, each ward was said to contain a terribly punishing curse within. The Witch may create this Mystic Ward as a standard action (succeeding her Spell Focus check as normal), it must be assigned to the wand, 'Aolthor Tenebris'. Upon use the ward destroys a single Mystic Ward belonging to each enemy combatant. Only a single 'Bleak Bastion I' may exist at a time.


    Spoiler: HD2
    Show
    HD2: Curseblade Rain: Conventional Hexes were an unforgivable weakness which left one vulnerable without the use of a Ward, but more often then not such energy could be better spent on a finishing spell, rather than a defensive Hex. Tenebris, recognizing this failure many centuries ago, and developed a manner of Dueling Thrust which could deliver a curse without risk of a shameful end from a well-timed Alaffa'elvriel. The Curseblade Rain was one such example. It was a barrage of cursed ebon weapons, knives and swords forged from some sanity-destroying mystical matter unleashed upon her unsuspecting victims. Curseblade Rain delivers a Dueling Thrust to all creatures within a 10ft burst with a range of 20ft/HD, this functions similarly to the Evil Eye Hex and shares its DC. A combatant may perform a Dueling Parry to negate effects targeting themselves, but not any allies caught in the effected zone. Upon failure, the combatant suffers 1d4 points of wisdom damage and is effected as if she were targeted by the Evil Eye Hex, suffering a penalty for a number of rounds determined by if she succeeds a will save or not. Unlike the conventional Hex, Curseblade Rain stacks with itself and may be used to apply the same penalty multiple times with each successful strike - likewise extending the duration.


    Spoiler: HD3
    Show
    HD3: Renor'falma - The Blackwake: Powerful magics were often difficult to control but far too cumbersome to be used in quick witted combat between two Witches. The Blackwake was originally conceived by the Veil Witch Xenaph as a means to cleave the sanity of her enemies in twain, but it was Tenebris who further refined the skill into the legendary ability it was. In its most basic form, the Blackwake executes a dueling thrust with a range of 30ft/HD. If the opponent does not successfully parry the strike she is knocked prone without a save and looses her ability to perform dueling thrusts until she recovers. The Witch may choose to spend any number of focus points while activating this ability to instead manifest the explosive variation of this talent which Tenebris created. Every two points spent adds 1d4 points of lethal damage, and 1d4 points of wisdom damage, in addition to increasing the DC to parry this thrust by 1. Every 10 points invested adds a 10ft radius blast to this ability, however due to the strain of the magic each upon reaching this threshold and every 10 points thereafter, the caster suffers 1 point of nonlethal damage per 2 points spent on this ability.



    Last edited by Mornings; 2018-10-06 at 10:10 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Apotheosis pics
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    The Eldest: Amarillis'ai'loki






    Denise Bridgeman





    Feng Ke


    The Black Cat of Misfortune
    Adessa Allessa - The Whispering Witch
    Last edited by Mornings; 2019-03-02 at 07:51 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    From Psionics Augmented/Ultimate Psionics there is. Its not on d20pfsrd yet.

    Focused Precision (Combat, Psionic)
    Your aim is so precise that you find just the right spot to maximize the damage of your attacks.
    Prerequisites: Base attack bonus +7, Dexterity 17, Weapon Focus (any crossbow or firearm), style ability class feature.
    Benefit: While maintaining psionic focus, you add your Dexterity modifier to damage rolls made with a crossbow or firearm for which you have the Weapon Focus feat. Damage from this feat is precision-based damage, so creatures immune to precision damage are immune to this extra damage.

    Need to be able to Psionically Focus for the benefit but it works on full attacks.


    Pyredyne - Nano-Synthesized Hyper Steel

    Carbonized adamantine synthesized with Inubrix and Horicalcum under 42 million units of pressure.

    (Objects created with the strange bronze glassy metal are so hard, and so sharp natural minerals and metals are crushed and hacked to pieces by the synthetic material with ease.)

    -Ignores Hardness

    (Pyredyne was created for the purpose of being weaponized. As such it is incredibly destructive to other materials as the nanite infused hyper-steel breaks down other material at a molecular level, causing it to seemingly disintegrate. The metal, still in its infancy has yet been developed to function this way when contacting flesh - However, whispers of a perfected steel developed by Corval and Professor Eron often are mentioned in various work logs of technomancers)
    - Objects take damage over 1d6 rounds/stacks

    - Brix Calredyne, perfected Pyredyne gains the Flesh Grinding property on weapons and ammunition, in addition to ignoring a target's Armor and Shield bonus to AC. This effect persists and does not need to remain in the effected target as the nanites desolve the target. Creatures slain in this way only leave a pile of fine glass-like dust.

    - DR 30/-
    - 35% chance to break objects when damaged
    - 200x weight of item
    - 2 size category higher
    - Hardness 40 / 80 Hp/inch
    - Regenerates 40 Hp/Hour
    Last edited by Mornings; 2016-06-29 at 09:52 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Champions of Amarillis'ai'loki

    Fran'dal D'Alice (Mag/Swd)
    http://www.myth-weavers.com/sheet.html#id=603696

    Gwen
    http://www.myth-weavers.com/sheet.html#id=712875

    May'li Artel - The Dawnhammer * (Sup)
    http://www.myth-weavers.com/sheet.html#id=768942

    Gremory Del'Rose - Sword of Liberty
    http://www.myth-weavers.com/sheet.html#id=640706

    Kwen'tel Hoth - The Emphyral Flame
    http://www.myth-weavers.com/sheet.html#id=490118

    The Umbral Maw - J'June Brel'Del
    http://www.myth-weavers.com/sheet.html#id=754392

    Adessa Allesa - The Whispering Witch * (Arc)
    http://www.myth-weavers.com/sheet.html#id=860940

    Naiisif A'Val - The Pale Bride * (Stea)
    http://www.myth-weavers.com/sheet.html#id=798056

    Father Michael Est Sipel - Sword-Saint of Kintargo * (Mel)
    http://www.myth-weavers.com/sheet.html#id=516089

    Claudel Maxwell - The Steel Eagle (Rng)
    http://www.myth-weavers.com/sheet.html#id=170479

    ⓜⓞⓡⓝⓘⓝⓖⓢ ⓓⓐⓢⓗⓑⓞⓐⓡⓓ

    ⍫⏁ ൹࿊☈ɲĮɲ❡ ȿ ⏂⍫ ☡ ☲ ☵ ☽ ☾ ♃ ♄ ⚔⚝ ⚪ ⬨ ⬧ ㉆ ⭙⭾ ⛎ ⛕ ⛨⛤⛧ ⛬✠✨ ✦ ✥ † ‡ ¥ § Æ ¡ ֍ ℄ ℟ ◍ ⌗ ◑ ◯ ♚ ✜ ✪ ✵ ✾ ❈ ⭍ ⯌ ⯍ ⯎ ⯏ ⯏⯐ ⯑ ⳥ ⳦ (coptic symbol

    ๖̶̶̶ۣۣۜۜ͜ζ͜͡Mσ я nι̲̲ngs ғ к̲̲ ι̲̲ l̲̲ l̲̲

    Ζ͡ ๘ۣۜ હ ζ͡ السكو ري / ๖ۣۜ ฿ ๖ۣۜ β ͠હ ζ͡ ا ل س ك و ر ي
    к̲̲ι̲̲l̲̲l̲̲ -

    ¢ ₧ ƒ

    ABSTRACTS
    Ζ͡ ๖ۣۜ ✥ ζ͡Abȿtяacts ✥


    Ɲ𝔦𝔤𝔥𝔱Ɱ𝔞𝔯𝔢-Ƈ𝔥𝔞𝔫
    https://unicode-table.com/en/blocks/...meric-symbols/

    ꧁༺小林天使༻꧂


    𝑨
    𝓐𝔟𝔰𝔱я𝔞𝔠𝔱𝔰
    ϩ Ͻ Ͼ
    𝔞 𝔟 𝔠 𝔡 𝔢 𝔣 𝔤 𝔥 𝔦 𝔧 𝔨 𝔩 𝔪 𝔫 𝔬 𝔭 𝔮 𝔯 𝔰 𝔱 𝔲 𝔳 𝔴 𝔵 𝔶 𝔷
    𝔯𝔰𝔱𝔲𝔳𝔴𝔵𝔶𝔷
    𝖙𝖚𝖛𝖜𝖝𝖞𝖟
    Ƒ ༆ ༄ ༃ ༺ ༻ ჶ

    ζ͡๖ۣ𝓐𝓫𝓼𝓽𝓻𝓪𝓬𝓽𝓼
    ζ͡๘ۣ𝓐𝓫𝓼𝓽𝓻𝓪𝓬𝓽𝓼๘ۣۜϿ
    ζ͡𝓐𝓫𝓼𝓽𝓻𝓪𝓬𝓽𝓼๘ۣۜ
    ζ͡𝓐𝔟𝔰𝔱я𝔞𝔠𝔱𝔰๘ۣۜ
    ζ͡Abȿtяacts
    ζ͡𝚨𝔟𝔰𝔱я𝔞𝔠𝔱𝔰
    𝛢𝔟𝔰𝔱я𝔞𝔠𝔱𝔰
    𝝀𝔟𝔰𝔱я𝔞𝔠𝔱𝔰
    𝜜𝔟𝔰𝔱я𝔞𝔠𝔱𝔰

    ζ͡ 𝓚𝑦𝑛𝑑 Ꮥurkle

    ৩Ꮤ ᛈ ឬ ៩ ៦ ᴚ ᴙ ᴆ ᴋ ᴌ ᴄ ᴤ ᵴ

    Κyɳɗ
    Kyɳɖ

    Ɍ𝔞𝔦𝔫

    𝛮𝔦𝔤𝔥𝔱𝔰
    ζ͡𝚴𝔦𝔤𝔥𝔱𝔰
    𝜨𝔦𝔤𝔥𝔱𝔰
    𝓝𝔦𝔤𝔥𝔱𝔰
    𝒩𝔦𝔤𝔥𝔱𝔰
    𝚴

    ༺ Ͼ𝔭𝔩. Ɉ𝔞𝔪𝔢𝔦𝔱𝔥 Ʀ𝔞𝔦𝔫 ༻

    ༺ Ƈ𝔭𝔩. Ɉ𝔞𝔪𝔢𝔦𝔱𝔥 Ʀ𝔞𝔦𝔫 ༻

    Ⱡ ⱡ Ɫ Ᵽ Ɽ ⱥ ⱦ Ⱨ ⱨ Ⱪ ⱪ Ⱬ ⱬ Ɑ Ɱ Ɐ 2 C 7 0 Ɒ ⱱ Ⱳ ⱳ ⱴ Ⱶ ⱶ ⱷ ⱸ ⱹ ⱺ ⱻ ⱼ ⱽ Ȿ Ɀ

    ASCII



    Spoiler: key oi chiki
    Show

    1C50


















    1C60


















    1C70











    Spoiler: symbol key
    Show

    A α Ȁ Ȃ Ȧ Ӓ Ӑ Ʌ Ⱥ Ά Α Λ Ѧ Д ȁ ȃ ɑ ɒ ɐ ȧ α ά Δ д ӓ ӑ
    B в Ƀ β Ѣ Ђ Ъ Ь ъ ь Ϧ ɓ ʙ ϐ ѣ б в Ҍ ҍ
    C c Ȼ ʗ Ͻ Ͼ Ͽ Ϲ Ѽ Ҁ Ҫ ɔ ȼ ς ϲ ѽ ҁ ҫ
    D ם δ ɖ ɗ ȡ ʠ δ
    E є Ȅ Ȇ Ӗ Ɇ Ѐ Ȩ Ȝ Έ Ё Ε Ξ Σ ξ Є Э Ӭ З Ѯ Ҿ Ҽ Ӛ Ә Ӟ Ҙ ә ə ε έ з є э е ϵ ϶ ȅ ɘ ȇ ɇ ȩ ѐ ё ѯ ҿ ҽ ӛ ӟ ҙ ӗ ӭ
    F ғ Ϝ Ғ Ӻ ϝ ɟ ʄ ӻ ғ £
    G ɢ Ѡ Ѿ ɠ ɡ ʛ ɢ ɞ ʚ ɕ
    H н Ȟ Ή Η Ң Ҥ Һ Ӈ Ӊ Ҕ ʜ ɦ ћ ʮ ʯ ɧ ȟ ɥ ђ Ћ н ӈ ӊ ң ҕ ҥ
    I ι Ȉ Ȋ Ί Ϊ Ί ȉ ɨ ɩ ɪ ȋ ϊ ΐ ΐ
    J נ Ɉ Ј ɉ ȷ ʝ ϳ
    K к Ќ Қ Ҟ Ҝ Ҟ Ӄ ʞ ɮ κ ќ қ ҝ ҟ ҡ ӄ
    L Ƚ ζ ʟ ɫ ɬ ʅ ɭ ȴ ʃ ʄ ʆ
    M м Ϻ Ӎ ɯ ɰ ɱ ϻ ӎ
    N и Ƞ Ν Π Ѝ Ҋ Ӣ Ӥ Ώ Ω Л Й ȵ ɲ ɳ ɴ ή π η и й ѝ л ҋ ӣ ӥ ή ή
    O σ Ȍ Ӧ Ȏ Ȭ Ȫ Ȯ Ȱ ʘ Ό θ Ѻ ϴ Ӫ Θ Ѳ Ю ф Ό ȫ ȭ ȍ ȏ ȯ ȱ ɵ ɸ σ ϕ ό Φ ѻ ѳ ӧ ӫ
    P ρ Ρ Ҏ ρ ϼ Ϸ ϸ φ ҏ
    Q q Ɋ Ϙ ϙ ɋ Ϥ ϥ ϱ
    R я Ȑ Ȓ Ɍ Я Г Ѓ Ӷ Ґ я ɹ ɺ ɻ ɼ ɽ ɾ ɿ ȑ ȓ ɍ ʀ ʁ г ѓ ґ ӷ
    S s Ș Ϩ ϩ Ϛ ϛ ɛ ɜ ɝ ʂ ȿ ș
    T т Ț Ⱦ Ҭ τ Ϯ ϯ ȶ ʇ ʈ ț т ҭ
    U υ Ȕ Ʉ Ȗ Ώ Ω ц ȕ ȗ ʮ ʯ ʉ ʊ υ μ ϑ ϋ ύ ΰ
    V v Ʌ Ѵ Ѷ ɣ ʋ ʌ ѵ ѷ ΰ
    W ω Ϣ Ш Щ ϣ ш щ ѿ ѡ ʍ ώ ψ Ψ ω ϖ ώ
    X x Ϫ Ж Җ χ Ӽ Ҳ Ӿ Ӂ Ӝ ж ϰ ϗ ӽ ӿ ҳ ӂ ӝ җ
    Y ץ ч Ȳ Ɏ ϒ ϓ ϔ Ύ Ϋ Υ Ў У ц Ѱ Ӱ Ӯ Ӳ Ӵ Ҷ Ҹ Ӌ Ύ Ч џ ў ү ұ ɣ ɏ ȳ ʎ ʏ ɤ Ϟ λ ϫ ӯ ӱ ӳ ӵ ҷ ҹ ӌ
    Z z Ȥ ɀ ʐ ʑ ȥ ʒ ʓ ȝ

    α в ¢ є ƒ g н ι נ к м η σ ρ q я ѕ т υ ν ω χ у z
    ɑ ɒ ʙ ɓ ɔ ɕ ɖ ɗ ɘ ə ɚ ɛ ɜ ɝ ɞ ɟ ɠ ɡ ɢ ʛ ɥ ɦ ɧ ɨ ɩ ɪ ʝ ɫ ɬ ɭ ɮ ɯ ɰ ɱ ɲ ɳ ɴ ɴ ʀ ʁ ʂ ʈ ʉ ʊ ʋ ʌ ʍ ɣ ɤ ʎ ʐ ʑ
    α в c ם δ є ғ ɢ н ι נ к м и σ ρ q я s т υ v ω x ץ ч z
    ą α ß β Ь ¢ c Ð đ ε є э é ə Ғ ғ ƒ ġ Ħ ħ
    н ι į ї J k м η ŋ ø σ φ p q я ѓ § Ş τ ů v ω x y z
    α в c d є f g н ι נ к м и σ ρ q я s т u v ω x y z
    Á á Ć ć É é Í í Ĺ ĺ Ń ń Ó ó Ŕ ŕ Ś ś Ú ú Ý ý Ź ź À à È è Ì ì Ò ò Ù ù Â â Ĉ ĉ Ê ê Ĝ ĝ Ĥ
    ĥ Î î Ĵ ĵ Ô ô Ŝ ŝ Û û Ŵ ŵ Ŷ ŷ Ä ä Ë ë Ï ï Ö ö Ü ü Ÿ ÿ ß Ã ã Ẽ ẽ Ĩ ĩ Ñ ñ Õ õ Ũ ũ Ỹ ỹ Ç
    ç Ģ ģ Ķ ķ Ļ ļ Ņ ņ Ŗ ŗ Ş ş Ţ ţ Đ đ Ů ů Ǎ ǎ Č č Ď ď Ě ě Ǐ ǐ Ľ ľ Ň ň Ǒ ǒ Ř ř Š š Ť ť Ǔ ǔ Ž
    ž Ā ā Ē ē Ī ī Ō ō Ū ū ǖ ǘ ǚ ǜ Ă ă Ĕ ĕ Ğ ğ Ĭ ĭ Ŏ ŏ Ŭ ŭ Ċ ċ Ė ė Ġ ġ İ ı Ż ż Ą ą Ę ę Į į Ų
    ų Ł ł Ő ő Ű ű Ŀ ŀ Ħ ħ Ð ð Þ þ Œ œ Æ æ Ø ø Å å Ə ə
    ﻬ ¡ Þ μ ۩ ﺴε ї ¶ εïз ± җ ۝........ﻬ Θ § ξ ю Ю Ψ ω Ω ж ﹏ « » ¨ ¨ ¯ ` ҳ Ҳ s Ֆ Д ק ¤ Θ © ® ۰ ︿ ° . * ×
    α в ¢ є ƒ g н ι נ к м η σ ρ q я ѕ т υ ν ω χ у z מ ﮮ g o q u w α вß ς đ εзє ƒ н ί!ι נ к м иη σø ρ гя ş ţт ω × ч æ
    ε(̮̮̃̃)з ٩(̯͡͡)۶ ٩͡[̯͡]۶͡_͡ ¡ ¿ Þ μ ﺴ ۵ ٭ ҳ Ҳ ҳ ۩ [ s Ֆ Д ק ק| Θ o O ĬĬ ρ Э ź Ø ø


    `·.¸¸.·´´¯`··._.· `·.¸¸.·´´¯`··._.·

    ¨˜˜°º)̲̅A̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅B̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅C̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅D̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅E̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅F̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅G̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅H̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅I̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅J̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅K̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅L̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅M̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅N̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅O̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅P̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅Q̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅R̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅S̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅T̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅U̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅V̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅W̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅X̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅Y̲̅̅(º°˜˜¨
    ¨˜˜°º)̲̅Z̲̅̅(º°˜˜¨

    ﻺζ͡rﻺζ͡oﻺζ͡oﻺζ͡mﻺ
    1̷(ʌʛɲєƭɪƈ
    (͡ه̯ه)  ϟ ζ͡ ۰۪۫۰ (͜͡A) ƊӾะ 亗 ό̶O̶ό "  "

    Read more: http://dicas-gamezer.blogspot.com/p/...#ixzz547GSJxRF







    Players

    Haddix
    Last edited by Mornings; 2021-05-22 at 07:15 AM.

  13. - Top - End - #13
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    Default Re: Pale Departure: That Which Whispers OOC

    The Tome of Iron Might


    The Rule of 20
    Unlike a standard attack,a maneuver does not automatically succeed on a natural 20.When you attempt a maneuver,you exchange this small piece of predictability for the opportunity to gain a greater than normal benefit from an attack.If a 20 always hits,it makes sense for players to have their characters attempt the most ridiculous maneuvers possible if they could not hit an opponent by rolling any lower result.They can always rely on that natural 20 to make their risk worth the investment.


    Spells and Maneuvers
    You can use a maneuver when casting any spell that requires an attack roll.The spell counts as a ranged attack or melee attack as normal,depending on its nature,and it gains the full benefits and drawbacks associated with the maneuver.The DM is free to judge that some maneuvers require the use of a weapon and cannot be used along with the casting of a spell.
    For example,you might use Mel’s acid arrowin a maneuver to blind someone.If you strike an orc’s eyes with the acid,you can ruin its sight.On the other hand,tripping the orc with the acid is almost impossible.A trip attack requires raw force to knock an opponent off his feet.Mel’s acid arrowdeals damage by burning your opponent,not hammering him with a physical impact.


    Key Abilities
    All maneuver effects have at least one key ability (one of the six ability scores).A key ability provides some hint about how you must act to perform the maneuver.It also indicates the type of ability check you would have to make if the maneuver has a drawback that requires such a check.

    • Strength:A Strength-based maneuver requires raw,brutal force.For instance,you might slam an opponent so hard that he flies through the air and crashes into a dungeon wall.
    • Dexterity:Maneuvers based on Dexterity rely on speed and finesse.A cunning goblin might duck between an ogre’s legs and hamstring the towering beast,rendering it unable to move.
    • Constitution:Constitution comes into play primarily with defensive maneuvers.It draws on your toughness and endurance,perhaps allowing you to shrug off a powerful blow to gain some sort of benefit.
    • Intelligence:Maneuvers keyed to Intelligence allow you to outsmart an opponent,trick him into making a bad move,or use your wits to place him at a disadvantage.An elf fighter could notice that his opponent uses a specific pattern of attacks and parries and apply that information to make a quick feint followed by a devastating attack.
    • Wisdom:A maneuver based on Wisdom could draw on your awareness of the environment and your ability to read others’ emotions and intentions,or your ability to pick out hidden details and counter your opponent’s action before he completes it.
    • Charisma:Using your body language and personality,you trick your opponent to place him at a severe disadvantage. Using the Bluff skill to feint is a classic example of a Charisma-based maneuver.


    Melee Attack Effects
    Melee attack effects allow you to strike at an opponent in a way that brings you some benefit in place of or in addition to your weapon’s standard damage.This category includes most of the different effects you can inflict on a target.Melee attack strikes offer a wide array of options.You can attempt the melee attack maneuvers described below:

    Spoiler: Maneuvers (Melee)
    Show


    Ability Score Damage [Strength, Dexterity]
    You hammer an opponent with great force or cut him in just the right spot so that you injure one of his physical or mental abilities.

    • Warning Flag:This effect is deadly against wizards,sorcerers,and other creatures that rely on an ability score to use their primary class abilities effectively but that usually have a poor Armor Class.It could leave spellcasters too vulnerable in your campaign.

    Prerequisite:Target must be vulnerable to critical hits.

    Rules:You strike at a joint,nerve center,or other vulnerable area of your opponent’s body,temporarily damaging one of his abilities. You inflict a –2 penalty to a single ability score ofyour choice.This penalty lasts until the creature is restored to its full hit points or for one hour,whichever happens last.

    Threat:On a confirmed critical hit,you inflict a –4 penalty to a single ability.

    Penalty:You take a –20 penalty on your attack roll






    MELEE ATTACK MANEUVER EFFECTS



    Name Key / Abilities / Attack Roll / Penalty / Benefit


    Ability Score Damage / Str,Dex / –20 / –2 penalty to single ability score

    Area Attack Str –5 per 5-foot square Attack an area and all targets in it

    Blinding Attack Dex,Int,Wis –30 Target blinded 1d4 rounds

    Bonus DamageAny–5 per +2 ofbonusBonus on damage,max.+10

    Daze Attack Str –20 Target dazed 1 round

    Deafening Attack Str,Dex,Int –10 Target deafened 1d6 minutes

    Deny Dexterity Bonus Dex,Cha –10
    Opponent must make Sense Motive check or Reflex save (DC 10 + half base attack bonus + key ability modifier) or lose Dex bonus to AC

    Disable Natural Attack Str,Dex,Int,Wis –20 Prevent use of one physical attack

    Disarming Attack Str,Dex,Int –20 Target loses weapon

    Disrupt Special Ability Str,Int –20 Prevent use of Su or Ex ability

    Forced MovementInt,Cha–10 Opponent moves 5 feet

    Inflict Penalty Any –5 per –1 of penalty
    Cause penalty to foe’s attacks,AC,checks,or saves,max.–5

    Knockback Str –10 Opposed Str check to push foe back

    Knockdown Str,Dex –20 Knock opponent prone

    Movement Damage Str,Dex,Int,Wis –10 Reduce foe’s speed by 5 feet

    Stagger Str –10 Foe loses next move action

    Stun Str,Int,Wis –30 Target stunned 1 round

    Sundering Attack Str –10 Deal damage against object or weapon foe carries









    RANGED ATTACK MANEUVER EFFECTS


    Name Key Abilities Attack Roll Penalty Benefit


    Bonus Damage*Any–5 per +2 ofbonusBonus on damage,max.+10

    Disarming Attack** Str,Dex,Int –30 Target loses weapon

    Forced Movement*Int,Cha–10Opponent moves 5 feet

    Immobilizing Shot Str,Dex,Int –20
    Target can’t move until it makes a Strength, Dex,or Escape Artist check

    Inflict Penalty‡ Any –10 per –1 of penalty
    Cause penalty to foe’s attacks,AC,checks, or saves,max.–5

    Movement Damage* Str,Dex,Int,Wis –10 Reduce foe’s speed by 5 feet

    Sniping Shot Dex,Wis –20 Ignore a foe’s cover

    Surprise Shot Dex,Int –20 Deny foe Dex bonus to AC



    Maneuver Drawbacks

    Maneuvers are risky,but the benefits they offer can outweigh the drawbacks they incur.The greater the effect a maneuver has on a target,the more difficult it is to complete. As you can see from the maneuvers described above,you must endure crippling penalties to attempt them.Against all but the most pitiable of foes,many of the effects are nearly impossible to achieve.However,by adding drawbacks to a maneuver,you can make it easier to complete while increasing the consequences of failure.Think ofthe trip combat action.You provoke an attack of opportunity for attempting it.If you fail to trip your opponent,he gets a free chance to send you tumbling to the ground.Using these maneuver rules,you could try to trip someone without risking those consequences,but your attack is made with a significant penalty.If you apply some drawbacks to the maneuver,you can reduce your attack roll penalty at the expense of increasing the cost of failure and accepting attacks of opportunity. You cannot use drawbacks to change an attack roll penalty into a bonus.For example,say the maneuver you want to use carries a –10 penalty to your attack roll.You can add drawbacks that reduce this penalty by 10 (removing the penalty altogether),but if you added an additional drawback that allowed you to reduce your penalty by 5 more,you still make your attack roll with a +0 modifier,not +5. The extra 5 points of penalty reduction are wasted (which means, of course,that adding that additional drawback would be pointless—you get no benefit in return for the drawback). Most drawbacks have a keyword (sometimes one word,sometimes a phrase) listed alongside their names.You cannot select different drawbacks that share the same keyword for a single maneuver.You can use multiple drawbacks that lack keywords,but you can never use the same drawback more than once per maneuver. Ranged attack maneuvers,by their nature,already provoke attacks of opportunity.Thus,they cannot use drawbacks that have the Attack of Opportunity keyword.In addition,ranged attacks cannot use drawbacks with the Counter keyword. Within the constraints of the rules above,you can incorporate as many drawbacks into a maneuver as you want:Add their penalty modifiers together and apply the total to the effects and penalties of your maneuver



    MANEUVER DRAWBACKS


    Name Keyword Reduction Description

    Attack of Opportunity,Target Only Attack of Opportunity 5 or 10
    Suffer attack of opportunity from target, perhaps ruining maneuve

    Attack of Opportunity,Total Attack of Opportunity 10 or 15
    Provoke attack of opportunity from all foes, perhaps ruining maneuver

    Effects Only Damage 5 Inflict only maneuver effects,not standard damage

    Free Strike Attack of Opportunity 10 Foe automatically hits with free strike

    Full-Round Action Action 5 Maneuver requires full-round action

    Opposed Check Defense 5 Target makes opposed attack roll,skill check,or ability check to avoid effect

    Overpowering Effort Effort 5 Lose Dex bonus to AC until next action

    Overwhelming Effort Effort 5 Fall prone after completing maneuver

    Reflective Attack Counter 5 Foe has chance to use your maneuver on you

    Reflective Effects Counter 10 You suffer maneuver’s effects

    Saving Throw Defense 5 Target allowed save to avoid effects







    Arcane Battle Feats


    General Rules
    The arcane battle feats are supernatural abilities.They function the same as other supernatural abilities with a few exceptions noted below and,in some cases,in the individual feat descriptions.Unless otherwise noted, an arcane battle feat may be activated as a move action that does not provoke an attack of opportunity. Count a character’s base attack bonus as his caster level for purposes of spell resistance,dispel magic,and any other effects that require that value. A fighter or wizard can select any arcane battle feat with the bonus feats his class offers. When you use an arcane battle feat,it ends with your current action unless otherwise noted with a duration expressed in rounds,minutes,or some other time unit. You cannot activate one of these feats at the end of your current action and then gain its benefits on your next action. You may only activate one arcane battle feat on your action. The saving throw for most effects produced by an arcane battle feat equals 10 + half your base attack bonus + your Intelligence modifier.This reflects that your skill with this ability is closely tied to your martial prowess.Just as an archer learns to fire with greater accuracy,an arcane fighter learns to focus his magical talent as he improves his skills with swords, axes,crossbows,and other weapons. Most arcane battle feats can be used only a limited number of times per day,based on your base attack bonus.A separate entry under such feats shows you how to determine how many times you can invoke your feat’s magical powers each day. Usually,you divide your base attack bonus by another number to arrive at this value.

    Magic Items and Arcane Battle Feats
    You can create magic items that grant these feats to their user if you possess the appropriate feat and Craft Magic Arms and Armor.A weapon or suit of armor with one of these feats grants its user the appropriate feat even if he lacks the prerequisites. The cost to add an arcane battle feat to a weapon or suit of armor is equal to the base attack bonus required to gain the feat multiplied by 2,000 gp.Any save Difficulty Classes use the minimum Intelligence score required to gain the feat.You can increase the base attack bonus used to determine this cost.If you do so,the feat operates at that improved bonus. You can place multiple arcane battle feats in a weapon or suit of armor.Determine the full cost of each as described above.


    ARCANE BATTLE FEATS

    Arcane Battle Mastery / Int 13,base attack bonus +1 Gain Concentration,Knowledge (arcana), and Spellcraft as class skills

    Animate Weapon / Arcane Battle Mastery,Summon Spectral Squire,base attack bonus +12 / You animate a weapon to fight for you

    Arcane Weapon / Arcane Battle Mastery,base attack bonus +1 Grant a weapon an enhancement bonus

    Aspect of Battle / Arcane Battle Mastery,Mind Strike,Serpent-Eyed Strike,Cha 13,base attack bonus +12 / Grant your enemies a penalty to attacks

    Augment Physical Prowess / Arcane Battle Mastery,base attack bonus +3 / Gain +2 bonus to either Str,Dex,or Con for a short time

    Bounding Step / Arcane Battle Mastery,Fleet-Footed Charge,Vertical Step,base attack bonus +8 / Soar through the air with long,easy leaps

    Dance of a Feather’s Step / Arcane Battle Mastery,Bounding Step,Fleet-Footed Charge,Vertical Step,base attack bonus +16 / Stand on thin air

    Death Strike / Arcane Battle Mastery,Arcane Weapon base attack bonus +16 / Gain extra damage,cause Str and Con damage with necromantic energy

    Energy Burst Arcane / Battle Mastery,Arcane Weapon,Energy Sheath,Energy Shield,base attack bonus +12 / Create burst of energy that fills the area around you

    Energy Sheath / Arcane Battle Mastery,Arcane Weapon, base attack bonus +4 / Inflict extra energy damage with a weapon

    Energy Shield / Arcane Battle Mastery,Arcane Weapon,Energy Sheath,base attack bonus +8 / Gain resistance to an energy type

    Energy Web / Arcane Battle Mastery,Arcane Weapon, Energy Burst,Energy Sheath,Energy Shield,base attack bonus +16 / Surround your weapon in a net of energy that can grasp and burn an opponent you strike

    Flattening Strike / Arcane Battle Mastery,Arcane Weapon,Knockback Strike,Power Attack,base attack bonus +8 / Knock an opponent prone with a magically enhanced attack

    Fleet-Footed Charge / Arcane Battle Mastery,base attack bonus +1 / +10 feet bonus to speed

    Force Armor / Arcane Battle Mastery,base attack bonus +1 / Gain a deflection bonus to AC

    Hellfire Charge / Arcane Battle Mastery,Fleet-Footed Charge, Rhino’s Charge,base attack bonus +10 / You become a blazing,living projectile

    Knockback Strike / Arcane Battle Mastery,Arcane Weapon,Power Attack,base attack bonus +3 / Your powerful blow sends your foe stumbling backward

    Launching Strike / Arcane Battle Mastery,Arcane Weapon, Flattening Strike,Knockback Strike,Power Attack,base attack bonus +16 / You use your magic to knock an opponent high into the air

    Mind Strike / Arcane Battle Mastery,Serpent-Eyed Strike,Cha 13,base attack bonus +8 / Your attacks slice into your opponent’s psyche

    Rhino’s Charge / Arcane Battle Mastery,Fleet-Footed Charge ,base attack bonus +5 / You deal extra damage,knock your foe prone with a charge

    Serpent-Eyed Strike Arcane Battle Mastery,Cha 13,base attack bonus +1 / You weave a mystic pattern with your weapons that leaves a foe flat-footed

    Storm of Arrows Arcane Battle Mastery,Point Blank Shot, base attack bonus +8 / You make an area attack with a single arrow

    Summon Spectral Shield Bearer Arcane Battle Mastery,base attack bonus +5 / You call a magical being to defend you

    Summon Spectral Squire Arcane Battle Mastery,Quick Draw, base attack bonus +1 / You call a mystic helper who carries your weapons and keeps them ready

    Thousand Blade Strike Arcane Battle Mastery,base attack bonus +4 You cause one foe to become flanked

    Vertical Step / Arcane Battle Mastery,Fleet-Footed Charge,base attack bonus +4 / You can walk up walls

    Wave of Mutilation / Arcane Battle Mastery,Power Attack,base attack bonus +8 / You turn a single melee strike into a cone-shaped area attack


    Spoiler: Arcane Battle Feats - Details
    Show


    Arcane Battle Mastery [Arcane Battle]
    You have been initiated into the mysteries ofbattle magic,allowing you to create a variety of effects with the simple,focused spells of this school.In many ways,this tradition represents a style and method of casting utterly unlike the arcane or divine bodies of magic.Your spells focus exclusively on improving your fighting ability and creating effects that draw on the chaos and energy of combat.

    Prerequisites:Intelligence 13,base attack bonus +1

    Benefits: You gain Concentration,Knowledge (arcana),and Spellcraft as class skills.This feat is a prerequisite for all other arcane battle feats.It represents the benefit of the specialized training,meditation,and study that you must undergo to unlock the mysteries of this rare fusion of magical talent and martial study.

    Wizards and other arcane spellcasters have a greater command of magic,but they lack combat training.Any spellcaster who can prepare or cast 1st-level arcane spells,has an Intelligence of 13 or higher,has Concentration,Knowledge (arcana),and Spellcraft as class skills,and has a base attack bonus of +1 gains the Arcane Battle Mastery feat automatically if they qualify for Arcane Battle Feats.




    Animate Weapon [Arcane Battle]
    You create a nimbus ofmagical force around a single melee weapon that allows it to move and fight on its own.This force draws on your intellect and combat skill,allowing the animated weapon to fight with talent equal to your own.

    Prerequisites:Arcane Battle Mastery,Summon Spectral Squire, base attack bonus +12.
    Uses/Day:One.
    Duration:A number of rounds equal to your base attack bonus

    Benefit:You imbue a single weapon you hold in your hand with the ability to fight on its own.The weapon deals its standard damage,including any bonuses and abilities it gains from magical enchantments.It strikes with a base attack bonus equal to your base attack bonus + your Intelligence modifier.If your attack bonus is high enough for you to gain multiple attacks,the weapon gains these multiple attacks as well.The weapon never gains a flanking bonus,nor does it provide one for another attacker,and your feats do not aid its attacks.It acts on your initiative count.

    The weapon can fly at a speed of 30 feet with perfect maneuverability.It must remain within 100 feet of you.You can direct it to attack a foe as a free action when you first use this ability to animate the weapon,but on subsequent rounds you must use a move action to set it against a new foe.If its current foe is defeated,the weapon automatically moves to attack the closest enemy.The weapon never willingly attempts to move farther than 100 feet from you.

    The weapon’s Armor Class,hit points,and hardness are as normal for its size.It does not gain attacks of opportunity,nor does it provoke them,unless an opponent tries to grapple it.In that case, it gains an attack of opportunity against any would-be grapplers. The weapon gains one attack of opportunity against an opponent that tries to initiate a grapple against it.There is no limit on the number of attacks of opportunity it makes in total each round,but it can only attack a specific would-be grappler once.If grappled,the weapon makes grapple checks as normal for its base attack bonus and size.It gains no Strength bonus or penalty. If an opponent dispels this effect,the animated weapon falls to the ground.




    Arcane Weapon [Arcane Battle]
    Drawing upon the power of magic,you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and to inflict superior damage.

    Prerequisites:Arcane Battle Mastery,base attack bonus +1.
    Uses/Day:Your base attack bonus divided by 3,rounded down,+1.
    Duration: A number of rounds equal to your base attack bonus.

    Benefit: You grant a single weapon (ranged or melee weapon) 0r other missile that you grasp an enhancement bonus on attack rolls and damage rolls.It is considered a magic weapon for the purpose of overcoming damage reduction.The weapon’s enhancement bonus depends on your base attack bonus:

    Base Attack Bonus | Enhancement Bonus
    +1 to +4 = +1
    +5 to +8 = +2
    +9 to +12 = +3
    +13 to +16 = +4
    +17 to +20 = +5




    Aspect of Battle [Arcane Battle]
    You gather the psychic energy you have learned to manipulate in battle and form it into a mantle ofpower that strikes terror into your foes.In their minds,they see a horrifying war master poised to strike them down in his wrath.

    Prerequisites:Arcane Battle Mastery,Mind Strike,Serpent-Eyed Strike,Charisma 13,base attack bonus +12.
    Uses/Day:One.
    Duration:A number of rounds equal to half your base attack bonus,rounded down

    Benefit:While this ability is active,all opponents within 60 feet of you suffer a –2 morale penalty on attack rolls,checks,and saves. Creatures with fewer Hit Dice than you gain no saving throw against this ability.Those with Hit Dice equal to or greater than yours can avoid the effect with a Will save (DC 10 + half your base attack bonus + your Intelligence modifier).









    Cha untyped bonus to AC

    https://www.d20pfsrd.com/classes/alt...rai-archetype/


    Int to hit, bonus damage, 20ft reach
    http://dnd.arkalseif.info/spells/spe...erlance--4304/
    Last edited by Mornings; 2019-03-02 at 10:33 PM.

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    May'li Artel



    Prerequisite: Cha 13, Int 11, Kitharodian Academy Alumni
    May'li Artel Traits:

    - Lifelong Idol: May'li has been the object of your admiration for as long as you can remember. The accomplished musician, actor, teacher and war-hero has been the stuff of legends in your life and even a subject of study within the academy itself. You have studied the various rigorously to one day follow in the great diva's footsteps and have gleaned a small measure of you idol's habits and practices, becoming unusually proficient in arcane arts. You Caster Level is counted as 1 higher then it actually is for all applications. Additionally you receive a +2 bonus on Caster Levels Checks.

    - Academy Cynic: The tomes and records of The Diva form a foundational block of the teachings within the Academy. Yet, the strangeness of them only fill your mind with questionable doubt. Surely, these are no more then tall tales told be overpaid onlookers. Or feats fabricated by a woman with an ego far too large to contain. The impossibility of such feats of strength, and a legacy of blood tainted within the Vaults of Orv dances upon the very definition of fantasy. You mean to uncover the truth of the world, and sift through the lies and foppish gullible children and instructors who found their place in the Academy with a heavy coin purse and fancy name. You'll uncover the truths as you always have, with an inquisitive mind and credible sources. You receive a +2 bonus to diplomacy, linguistics, and sense motive. Additionally, you may roll twice and take the better result for these skills while trying to discern the validity of information you've received.

    - Kitharodian Savant:
    For some people, it comes naturally. The music and drama; You are one of these individuals. While you may, or may not have held the same prestige as your fellow students you've left your mark upon the Academy with your sheer creativity and natural skill in the arts. So great was your talent The Diva herself took notice of your abilities. Training you in history, music and various arts you were nothing short of a scholastic juggernaut crushing your way through classes and rival students with relative ease and grace. You've refined your talents over time. Select two skills, either a Knowledge or Perform, those skills receive a +2 bonus. Additionally you may always roll twice and take the more favorable result when making any Knowledge Check or Perform Check.

    - Love of Your Life: From the first moment you could afford to bribe a guard into letting you into the theater, you fell madly in love. The Diva, The Dawnhammer, the legendary minstrel May'li Artel became the shining beacon of your passion. You followed her troupe, attended every performance you could. Laughed, cried, lived - like you never had before. You attempted to learn music, grasping out at anything to close the distance between you - until the shows ended, and the new came... May'li had become a professor at The Kith. Spending all your money, and traveling great distances, you struggled and fought finally enrolling in the Academy. Though not particularly skilled, you managed to slid by and eventually graduate - never managing to so much as trade words with the legend, save for once. Treasuring that moment in your heart. You made a silent vow to fight through any and all adversity until the day you could confess your feelings. You begin play with half the listed starting wealth and one Masterwork Instrument. You also gain Toughness and Diehard as bonus feats, additionally the character gains the following ability:

    Loveless Departure (Su)
    Upon death, all damage and status effects are removed, the character rises to their feet and may continue to act for 1d4 rounds. Upon the completion of this time, the character is instantly slain by this ability - even if they would not otherwise be dead from the initial condition which would have killed them. This supernatural ability banishes the soul of the character to wander the Outer Sphere in eternal mourning of their unfulfilled love. The character cannot be brought back to life except by means of Wish, Miracle, or a True Resurrection spell. Abilities such as a Reincarnated Druid's Reincarnate ability or other such conventional means to be returned are completely negated with no chance of success.



    Skill Points: Character gains 8+Int Skill Points/Level, unless Class Skill Points is higher
    Bonus Class Skills: Perception, Perform, Knowledge (Nobility), Knowledge (Martial), Knowledge (Arcane), Use Magic Device, Diplomacy
    Bonus Language: Thassalonian, Chellish,
    Bonus Feats: May Select a Bard or Barbarian/Bloodrager class feat as a bonus feat at Levels 1, 3, 4, 6
    Bonus Feats: May gain access to Expanded Feats from hidden Bard or Barbarian/Bloodrager table
    Bonus Feats: You may learn Arcane Battle Feats from hidden sources and begin with the Arcane Battle Mastery feat

    Arcane Battle Mastery (Su): Gain Concentration,Knowledge (arcana), and Spellcraft as class skills
    Special: Gain ability to use Arcane Battle Feats. All Arcane Battle Feats are supernatural abilities


    Bonus Ability: Player may select one - Barbarian Rage Class Feature, Bardic Knowledge, Or Bardic Performance Class Feature

    - A character which already possesses the Barbarian Rage Class Ability due to Class Levels, and selects it again increases the rounds of use by the number this second ability granted (Example: 10 Rounds from Rage 1, 10 Rounds from Rage 2 = 20 Rounds total). Additionally, the Str/Con/Hp bonus this ability increases by 2 and is now called 'Enhanced Rage/Bloodrage'

    - A character which already possesses the Bardic Performance class Ability due to Class Levels, and selects it again increases the rounds of use by the number this second ability granted. Additionally, the character regains the Inspire Courage Bardic Performance if it was lost to a selected archetype or other source. Finally the character gains access to the following feats:

    Master Performer
    Prerequisites: Bardic performance class feature, Extra Performance, Kitharodian Academy

    Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.


    Song of Dawning
    Prerequisite: Cha 13, Master Performer, Perform (Sing) 1 Rank, Bard 1

    Benefit: The bonus applied from the Inspire Courage Bardic Performance increases by +1


    Song of Thunder and Night
    Prerequisite: Cha 16, Master Performer, Song of Dawning, Bard 3, Perform (Sing) 3 Ranks

    Benefit: The bonus applied from the Inspire courage Bardic Performance increases by +1, additionally Archetype Abilities which replace Inspire Courage and grant an Enchantment/insight/skill bonus/morale Bonus are also effected by Song of Thunder and Night.

    Special: This feat may be taken an additional time for every 2 HD you possess. Each subsequent time you take you take this feat, the bonus applied increases by +1

    Song of Mourning and Light
    Prerequisite: Cha 20, Master Performer, Song of Dawning, Song of Thunder and Night, Bard 6, Perform (Sing) 6 Ranks, Perform (Dance) 6 Ranks, Alignment: Any Good

    Benefit: The Inspire Courage Bardic Performance is replaced by a new Bardic Performance called 'Dance of Mourning and Light'. This performance retains all benefits & progression which were received by Inspire Courage. This ability grants 2 additional rounds of Bardic Performance per HD the character possesses. The bard may begin a Dance of Mourning and Light as a Swift action at the cost of 1 additional round of Bardic Performance, or an Immediate Action at the cost of 2 additional rounds of Bardic Performance spent per round active. While dancing, the bard and all allies within 60ft receive a Profane Bonus as if from Inspire Courage to attack rolls, damage rolls, skill checks and Armor Class. The maximum hit points of allies effected increase by the bonus granted by Inspire Courage. If the ally is at full hit points when they are granted this health increase, their current hit points increase to the new maximum as well. Existing hit point damage is not healed by this effect, the maximum value which can be held is simply increased while under this effect. Additionally, hostile creatures within range suffer the effects of this song as penalties applied to their attack rolls, damage rolls, skill checks, and AC while suffering a decrease to their maximum hit points. This performance persists for one additional round per round active.

    Special: The bard may choose to select himself as the sole beneficiary of this ability. If done, the bonus applied by Dance of Mourning and Light is doubled. By expanding an additional 2 rounds of Bardic Performance per round upon activation, they may grant a +1 bonus to Inspire Courage. This effect may be applied multiple times with a cumulative effect. The doubled bonus granted by Inspire Courage is also applied as a penalty to all allies within 90ft and all enemies within 30ft. Furthermore, allies effected must succeed a Will Save (DC = 12+HD+CHA) each round they remain in the effected area. Upon the first failure, the ally becomes Nauseated for the duration of the performance, regardless if they remain in the effected area. Upon the second failure, the ally is staggered for 1d4 rounds. Upon the third failure, the ally falls into a catatonic state as they are afflicted with 'The Curse of Mourning and Light'. The effected ally's maximum hit points is reduced to -1 until the curse has been lifted. Failures need not be consecutive, only during the same performance. Allies need not hear or see this performance to be effected by its negative effects, as they are haunted by malicious spirits. This curse and subsequent saves does not effect enemies, and can differentiate between valued friends, allies and friendly creatures. This performance persists for 1 minute per round active. Afflicting an ally with The Curse of Mourning and Light is an evil act which may corrupt the performer as the wicked spirits trapped within the verse's steal the life essence of their loved ones... Few know what effects this may have upon the performer.







    NEW FEATS


    Raging Song

    Prerequisite: Rage Class Feature, Bardic Performance, Kitharodian Academy Alumni

    Benefit: You may expend rounds of Rage for Bardic Performance or rounds of Bardic Performance for Rage. You may now perform actions normally while in a state of rage.



    Songweaving Mystic

    Prerequisite: Kitharodian Academy Alumni, Perform (Sing) Rank 1, Bard 1

    Benefit: Mind-Effecting spells you cast increase their DC by 1 . You may also cast a spell while making a Perform (Sing) Check, creatures observing you must make an opposed perception, sense motive or Knowledge (Arcana) check to identify a spell is being cast.



    Stable Magic

    Prerequisite: Songweaving Mystic

    Benefit: You receive a +4 bonus to Spellcraft Checks to stabilize magic you cast. Additionally you may roll twice and take the better result when rolling to stabilize your spells.



    Potent Magic


    Prerequisite:
    Songweaving Mystic

    Benefit: Choose one school of magic, the DC for spells of this school increase by 2. Spells of this school receive a +2 bonus to Spellcraft Checks to stabilize.



    Mystical Refrain


    Prerequisite: Potent Magic

    Benefit: Select a school of magic. You may expend rounds of your Bardic Performance equal to the level of spell you cast to roll twice and take the better result when attempting to stabilize spells you cast of this school, or you may choose to force a target to roll twice and take the less favorable result for Saves against spells of this school.



    Perfect Orisons

    Prerequisite: Potent Magic, Ability to cast Orisons

    Benefit: Having refined the most basic of magic, you have turned spellweaving into an art. Perfect Orisons cannot be learned without this feat, nor can the subsequent Perfect Spell feats. Perfect Orisons receive a +20 bonus to Spellcraft Checks to stabilize when cast and will not trigger Wild Magic upon failure, but are subject to any other effects.

    Special: You may select 1 Perfect Orison from the the following list. This feat may be taken multiple times to select an additional 1 Orison from the listed spell list:

    Alter Taste: Changes the taste of one meal to a taste that is pleasant for the creature consuming it.
    Animate Tools: Tools automatically perform simple tasks.
    Blossom: Causes flowering plant to blossom.
    Canny Effort: Caster gains a +2 competence bonus on next skill check.
    Clandestine Conversation: Allows two subjects to speak without being overheard.
    Cleanse of Alcohol: Subject is completely cured of alcohol effects.
    Cloth Armor: Unworn clothing becomes armor.
    Crack: Inflicts damage to a single object, undead or construct creature.
    Dark Baubles: Object casts deep shadows in 20 ft. radius.
    Decrypt: Helps decipher a coded message or cipher.
    Detect Charm: Determines whether a creature is under a charm effect.

    Detune: Removes the tuning from a nearby instrument.
    Dim: Dims light sources within 100 feet of object touched.
    Disorienting Quake: One creature is shaken and must make a Acrobatics check or fall prone.
    Encrypt: Encode a message to protect it from view.
    Glimmer of Hope: Increase chance of target stabilizing at negative hit points.
    Guide Vessel: A ship, cart, or wagon moves as you command

    Pause: Decrease target’s initiative by 4. (Immediate)
    Layer of Ice: Does 1 cold damage to a target but absorbs up to 5 fire damage before melting away.
    Light My Fire: Starts a fire quickly.
    Lightsight: Negate penalties caused by light. Low
    Blow: Target takes 1 point of bludgeoning damage, and becomes sickened for 1 round.
    Mishap: You create a minor mishap.
    Overlook: Hides a small object in plain sight.
    Pants: Removes target’s pants.
    Pointer: Shines a beam of light from your finger.
    Putrefy Food and Drink: Spoils and poisons food and drink.
    Quicken Stride: Increase touched creature’s land speed.

    Quill: Creates a writing quill with limitless ink.
    Restlessness: Target cannot sleep for 24 hours.
    Rigged Coin: Causes target coin to always land on face you choose.
    Shelve: Returns a book to its shelf in the proper place.
    Sign of Discovery: Grant +2 insight bonus to your next knowledge, perception or sense motive check.
    Signal: Creates a loud sound.
    Simple Bed: Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest.
    Slapping Hand: Disembodied hand slaps target for 1 point of damage.
    Smoke Image: Caster creates any shape out of existing smoke.

    Song of Serenity: Subject is cured of fatigue
    Spook Animal: Target animal is panicked.
    Timer: Creates a single sound after a preset amount of time.
    Trifling Image: Creates tiny and immobile image.
    Ultrasonic Ray: Ranged touch attack inflicts 1d3 points of sonic damage.
    Unseen Attendant: Cleans and straightens you and your clothing.




    Perfect Spells I

    Prerequisite: Perfect Orisons, Ability to cast 1st Level Spells

    Benefit:
    Perfect Spells cannot be learned without this feat, nor can the subsequent Perfect Spell feats be learned with out this one. Perfect Spells receive a +20 bonus to Spellcraft Checks to stabilize when cast and will not trigger Wild Magic upon failure, but are subject to any other effects.

    Special:
    You may select 1 Perfect Spell from the the following list. This feat may be taken multiple times to select an additional 1 Spell from the listed spell list. Spells gained via this feat do not provide additional spells lots, only expand the number of spells you know:


    Alter Liquid: Transmute 1 pint/level of liquid (max 5 pints).
    Animated Tattoo: Creates a moving image on a subject’s body that can attack.
    Borrow Skill: Use target creature’s ranks in one skill.
    Clarity of Thought: Grants +4 insight bonus to Concentration checks (Immediate).
    Clear Conscience: Caster loses all memory of events just prior to casting the spell.
    Cock’s Crow: Creatures immediately awaken.
    Color: Changes the color of a creature or object.
    Contrariness: Target must lie and be generally disagreeable and difficult.
    Curse of Ineptitude: Target experiences clumsiness and bad luck (Swift).
    Deep Shadows: Enhances shadows so they grant minor concealment bonus.
    Discerning Eye: Reveals the exact monetary value of a single item.
    Dispel Magic, Lesser: As dispel magic except maximum +5.
    Distract: Subject becomes flat-footed.
    Escape Grapple: Improves grapple and Escape Artist checks (Immediate).
    Flashy Defenses: Chaos defends you against random types of attacks.
    Glamour: Caster becomes physically attractive.
    Guilt: One evil target is denied an action.
    Heat Lightning: Vertical strokes of lightning deal 1d6 nonlethal damage +1/level (max +5), plus dazzle and set creatures on fire.
    Malicious Intent: Subjects take –1 or –2 on saves.
    Minor Lasting Image: Creates permanent, tiny, immobile image.
    Missteps: Subject’s speed and Dexterity are temporarily reduced.
    Peephole: Creates a small opening through a wooden, plaster, or stone wall.
    Pins and Needles: Victim suffers a –1 circumstance penalty on all attack rolls and skill checks, and requires a Concentration check to cast spells.
    Skill Lore: Target gains an insight bonus of +1/two caster levels one skill check.
    Songstrike: Cone of sonic energy inflicts 1d4 points of damage/three caster levels (Move).
    Sonic Dart: Ranged touch attack inflicts 1d6 points of sonic damage (Move).
    Stunning Note: Target stunned for 1 round (Move).
    Unspoken Tongue: Target cannot speak intelligibly.
    White Noise: Creates a loud sound and white light causing a –20 penalty to Perception checks.




    Spoiler: Spells Descrip
    Show
    Cloth Armor
    School: Transmutation;
    Level: Brd 0, Sor/Wiz 0
    Casting Time: 1 swift action
    Components: V, F (unworn clothing)
    Range: Personal
    Target: You
    Duration: 24 hours or until removed
    Saving Throw: Reflex negates (harmless); Spell
    Spell Resistance: No

    With a word, you cause bedding, draperies, unworn loose clothing, or tapestries to gird you, forming an improvised suit of armor equivalent to padded armor. When you remove the armor, it collapses back into its constituent parts.


    Pants
    School: Transmutation;
    Level: Brd 0, Sor/Wiz 0
    Casting Time: 1 standard action
    Components: V, S
    Range: Close (25 ft. + 5 ft./level)
    Target: 1 creature wearing pants
    Duration: Instantaneous
    Save: Will negates;
    Spell Resistance: Yes

    You cause the target’s pants to fall down to his ankles. Belts or suspenders offer no protection to the target, but armor that fully encompasses the legs, such as full plate, prevents the negative effects of this spell. After having his pants fall, the target can refasten his pants as a move action. If the subject does not pull up his pants, movement is reduced by half, and if he attempts to move more than five feet in a single round, he must make a Reflex save (same DC as the spell) or fall prone.
    Last edited by Mornings; 2016-07-03 at 03:12 AM.

  15. - Top - End - #15
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    Default Re: Pale Departure: That Which Whispers OOC

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    Naiisif A'Val


    Prerequisite: Dex 13, Wis 11, Riddleport or Numeria
    Naiisif A'Val Traits:

    Contract Killer: You've been trained by the most feared assassin on the planet, you take pride in that fact. While you might not be as quick, stealthy or cunning you have your own way of getting things done. Murder is your occupations and you're not to bad at what you do, but customers pay a premium for the name associated with you. Numerous jobs have led to you gathering a considerable fortune. You begin play with an additional 700gp.

    Pale Blade Assassin: As a member of the most mysterious organization of killers thought to exist you, you've been thoroughly trained. The Blades are thought to be more of a myth then a legitimate guild of shadowy warriors. You gain Stealth, Disguise, Bluff, Sense Motive, and Slight of Hand as Class Skills, these skills receive a +4 circumstance bonus. Additionally you begin play with the tools of your trade: a Disguise Kit, Two sets of cloths worth 30gp each, 3 doses of flash powder (DC18 Fort), two silver daggers w/wrist sheaths, and a Pale Blade Cloak (Mwk Tool Acrobatics +2)

    Pretender: You just wanted to sound tough... how'd it end up like this? The name of the Pale Blades strikes fear and respect in men's feeble hearts, and as a deadbeat-no-good-rogue that was something you needed. Without thinking about it, you made brash claims, youtook leisurely jobs, you bragged to a bar wench or two, you stabbed a few men in the back who would rat you out. Life was good, until you got grabbed on the street and woke up in some dank hole surrounded by real Pale Blades... Positive you were going to end up fishfood, you put on a tough front, yet to your surprise, even the guild believed your lie. Thinking you a rogue member they captured you, leaving you in confinement until you could convince them of your good intentions. Proving your mettle with a job and displaying your clumsy, but deadly technique you earned a place in their ranks and now stumble along praying not to encounter anyone that knows who you really are. You are unable to take any of the trained feats listed below however you may attempt to Coup De Grace a non-helpless target with a light weapon after spending three consecutive rounds adjacent while in stealth. The target cannot be aware of your presence and must be caught Flat Footed to perform this action. Such abilities such as Scent, blindsense, tremorsense, or lifesense, negate this ability unless you acquire means to become undetectable to these abilities. Suspicious activity, such as footprints or misplaced objects grant the target a +10 bonus to Perception against your stealth.

    Guild Ally: You've held connections with the assassin guild for quite some time. Organizations such as these require individuals like you to discretely acquire services and resources to keep the guild's hands out of business which does not concern them. You've performed a number of duties for the guild and helped members out of a variety of close calls, from hideouts to medical care. Having made a number of friends within the group you've learned a thing or two from the killers and established yourself as a reliable individual best to have around. You gain the Sneak Attack Class Ability as a Rogue, this damage stacks with Sneak Attack damage from all other sources, in addition you receive a +4 bonus to Stealth and Slight of Hand.

    Wolf In Sheep's Clothing: Within the guild lay a great deal of suspicion and angst, not in trying to root out potential rogues or spies which may have infiltrated the organization - but for fear of Wolves. The title is not earned easily, and is given only to those most sinister of killers trained directly by the hand of The Pale Bride. They hold no loyalty to the guild or its members answering only to their leader. They slither and creep into every aspect of society and the rusted interior of its inner workings, smiling, making friends and establishing themselves with a stolen identity until the order to strike is given. By the will of their Living Goddess, Wolves stalk about throughout the world as anyone and everyone, adhering to the secret and grotesque occult rituals to their mortal deity. Wolves In Sheep's Clothing receive a Sacrificial Silver Dagger and the following abilities:

    Wickedness (Su): The dark rituals and practices of a Wolf's Devotion and profession have tainted his spirit. A Wolf's alignment drops to Evil.

    Stalking (Ex): Wolves receive a +6 bonus to Stealth and always opt to deal Non-Lethal damage if they can, but suffer no penalties for it.

    Bride of The End (Su): Wolves worship and venerate The Pale Bride, commands given by her are absolute - Commands are magically compelled with no save permitted. Wolves receive Diehard as a bonus feat. Additionally, the Wolf must give his Devotion once a day by wearing the flesh of a victim's face as a mask while in silent uninterrupted prayer for 1 hour, this victim must be a valid target ordained by your goddess to die. Wolves typically start with an old hand-stitched skin-mask of tanned leather cut from their first victim. Individuals who witness this secret ritual must die, or pay penance to the goddess by cutting out their tongue or gorging out their eyes (victim's choice). The victim must be willing to pay penance, or die. As long as a Wolf holds favor from the goddess and gives his Devotion each day he may cast Disguise Self at will. Should he ever fail to give his Devotion or if he falls out of favor, he looses all abilities of being a Wolf until he has redeemed himself. Additional favor may grant additional functions.

    Betrayer (Ex): Wolves are careful to measure when to use and discard their friends, after all, friends are a precious resource to be expended in times of need. As an agent of deception Wolves are skilled in gathering as many friends as they can to use them when the situation begins to become unfavorable. Wolves In Sheep's Clothing may select any Teamwork (Betrayal) Feat without meeting its prerequisite. Additionally, he may use Betrayal Feats on an ally or friendly target even if they do not possess this Teamwork Feat. Wolves receive Ally Shield as a bonus feat.

    Consume Likeness (Su): Wolves stalk prey at the command of their goddess, but even when not called, they hunt mortals. Wolves never kill prey outright. They stalk and then subdue their chosen victims in a sacred dance of cat and mouse which holds strong religious significance, earning favor with their macabre goddess. A victim must be named, and that name offered up to The Pale Bride during the Wolf's daily Devotion. If the name is false, they know immediately. Thus, Wolves must come into the graces of their victim courting them in a game of death. Upon offering the victims true name to the goddess the Wolf receives a blessing acknowledging their hunt, or scorn as their hunt is rejected - effecting their current favor with the goddess.

    Upon receiving a blessing the Wolf ventures out to subdue his victim, via magic, drugs, beating them unconscious, or any other means he has to capture his victim without killing them. Most Wolves choose to restrain their prey as they must be awake and helpless to complete the hunt. Once the victim is awake and helpless they may use their Sacrificial Dagger to perform a special Coup De Grace attempt. If the victim fails this Fortitude Save, they are not slain and instead the Wolf carefully carves the flesh of the victim's face off like a mask. Upon doing so they violently begin to eat this mask of skin adding the victim to their list of Flesh Mask's. The victim may be sacrificed for additional favor after the hunt is complete, but no further action is required.

    A Wolf In Sheep's Clothing looses their ability to use this ability without their Sacrificial Dagger. A new dagger cannot be created, only received directly from the hand of The Pale Bride.

    Flesh Mask (Su): After a Wolf completes a hunt and consumes their prey's features they gain a magical affinity with the creature's identity learning of them and gains rough fragments of their memory. If the Wolf has chosen to retain this identity he gains the ability to transform into his victim's likeness. The Wolf may only retain one Flesh Mask per HD he possess. If he uses Consume Likeness on a new creature he may choose to replace a Flesh Mask he currently owns with a new one if he has no slots available. Using a Flesh Mask transforms the Wolf into his victim's likeness as the Polymorph spell - A man becomes a child, a child becomes a gnoll. Only creatures one size above or below your original size can be taken as Flesh Masks. This effect does not alter your ability scores or statistics in any way as this disguise leaves all internal functions you possess the same. The duration lasts indefinitely until dismissed and cannot be dispelled, however this effect immediately ends upon exposure to an EMP Field or similar disruptive technology. Activating a Flesh Mask is a Standard Action.


    Star Seeker: You've traveled long and far researching the various potentials of Sky Metal and the history left carved into the world from those who crossed the sea of stars. You've dedicated yourself to researching the lost technology and uncovering the truth that lay out in The Great Beyond. Your inquisitive mind caught the attention of a strange young woman who taught you many things, though you did not learn her name even as the years passed. Craft (Technological Arms and Armor) is a Class Skill for you, you receive a +4 bonus to this skill and gain Technologist as a bonus feat. Technological items you craft are 20% cheaper, additionally you begin play with an Arc Pistol and and x2 Arc Grenades.



    Skill Points: Character gains 12+Int Skill Points/Level
    Bonus Class Skills: Perception, Slight of Hand, Knowledge (Martial), Knowledge (Engineering), Bluff, Stealth
    Bonus Language: None
    Bonus Feats: May Select Skill Focus (Stealth), Skill Focus (Slight of Hand), Skill Focus (Perception), Stealthy, Point Blank Shot, Create Construct, Technologist, or Two Weapon Fighting as a bonus feat at Levels 1, 2, 4, 5
    Bonus Ability: Player may select one - Sneak Attack (as Rogue), Duel-Blade Savant, Meetings and Departure, Or Journey Through Light & Shadow Class Feature

    Journey Through Light & Shadow (Su)

    An edgewalker is characterized by his willingness to embrace things that most would find to be polar opposites as parts of a greater whole. Such a philosophy lends itself to the peculiar martial training that they endure. Similar in many ways to the monastic training of the monk, the quick entry and extraction tactics of the assassin, and the manipulation of shadows favored by the shadowdancer, an edgewalker's training toes the line between all of these and none of these at once.

    At 1st level, an edgewalker has received sufficient training to be able to tap into the power inherent in the philosophy of the duality of the universe. He receives both a radiance pool, containing radiance points equal to his edgewalker level + his Wisdom modifier, and a shadow pool, containing shadow points equal to his edgewalker level + his Intelligence modifier. Both of these pools have a minimum size of 1.
    Both the radiance pool and the shadow pool are replenished each morning after 8 hours of rest or meditation;these hours do not need to be consecutive.

    (The character gains both a Radiance and Shadow Pool, which increases as normal as the character levels. However, they will not gain Waypoints without levels in Edgewalker - they will however gain access to the Extra Waypoint Feat, and may learn Waypoints in this manner. The character's HD is counted as their Edgewalker level for the purpose of determining which Waypoints they may gain access to. If you already possess class ability you gain the Radiance and Shadow as additional points and may select an additional Waypoint)




    Meetings and Departure (Ex)

    Benefit: The character gains a bonus feat at Level 1, 3, 4, 6. These feats must be one of the special feats listed below.





    Dual-Blade Savant

    Benefit: The penalty from Two Weapon Fighting with light weapons is reduced by 2
    Special: Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting is reduced by 2




    (Special) Bonus Feats: Gains Access to the following feats:


    Knife Focus
    You've managed to survive in the darker places of the city with your developed understanding of small bladed weapons.

    Prerequisite: Dex 13, Slight of Hand Rank 1

    Benefit: When wielding a light weapon, you deal an extra +1 point of precision damage. This damage is negated if the target cannot be the target of precision-based abilities such as Sneak Attack



    Studied Blade
    Living in the bowels of the city, you've studied how the less reputable peoples fight with weapons - and perhaps were even taught by them. Applying the life lessons you've gathered, you are deadly with a blade.

    Prerequisite: Knife Focus, Dex 15, Stealth Rank 1, Slight of Hand Rank 1, BAB +1

    Benefit: When wielding a light or one-handed weapon you deal an extra +2 points of precision damage. This damage is negated if the target cannot be the target of precision-based abilities such as Sneak Attack
    Special: This bonus increases by +1 per damage die of sneak attack damage you possess.



    Blade Specialist

    Prerequisite: Knife Focus, Studied Blade, Dex 13, Str 11, BAB +3

    Benefit: When wielding a light or one-handed weapon, you deal an extra +2 points of precision damage. This damage is negated if the target cannot be the target of precision-based abilities such as Sneak Attack
    Special: Special: This bonus increases by +1 per damage die of sneak attack damage you possess.



    Knife Specialist

    Prerequisite: Knife Focus, Studied Blade, Slight of Hand Rank 3, Dex 17, BAB +3

    Benefit: As a Move Action you make an opposed Slight of Hand check versus targets observing you. Upon success on all opposed checks, you conceal a light weapon upon your body while upon failure, you become aware you've been discovered and the attempt is negated. You may only conceal one weapon in this way at a time. When a weapon is concealed in this fashion, you may choose to make a Sneak Attack with this weapon, even while being observed. Upon making a Sneak Attack, regardless of success, the weapon is no longer concealed.



    Blade Mastery

    Prerequisite: Knife focus, Studied blade, Blade Specialist, Dex 15, Str 13, BAB +6

    Benefit: When wielding a light or one-handed weapon, you deal an extra +4 points of precision damage. This damage is negated if the target cannot be the target of precision-based abilities such as Sneak Attack
    Special: Special: This bonus increases by +2 per damage die of sneak attack damage you possess.



    Knife Mastery

    Prerequisite: Knife Focus, Studied Blade, Knife Specialist, Slight of Hand Rank 6, Stealth Rank 6, Dex 20, BAB +6

    Benefit: As a Swift and/or Move Action, you may make an opposed slight of Hand check versus all targets observing you. Upon success on all opposed checks, you conceal a light weapon upon your body while upon failure, you become aware you've been discovered and the attempt is negated. You may only conceal one weapon per HD you possess at any time. You may make Sneak Attacks with weapons concealed in this fashion even while being observed, additionally as an Immediate Action you may make a Sneak Attack with a weapon you have concealed with Knife Mastery.



    Assassination Focus

    Prerequisite: Blade Mastery, Knife Mastery, Slight of Hand Rank 6, Stealth Rank 6, Dex 20, Wis 14, BAB +6
    Benefit: Targets immune to precision based damage loose this immunity while performing a Sneak Attack.
    Special: Retrieving a weapon concealed with Knife Mastery is a Free Action



    Assassination Specialization

    Prerequisite: Blade Mastery, Knife Mastery, Assassination Focus, Slight of Hand Rank 8, Stealth Rank 8, Dex 20, Wis 16, BAB +8
    Benefit: Immunity to precision damage is negated, and precision damage bypasses DR
    Special: You may make an additional Sneak Attack while making a Sneak Attack as an Immediate Action if you have a second weapon concealed via Knife Mastery



    Assassination Mastery

    Prerequisite: Blade Mastery, Knife Mastery, Assassination Focus, Assassination Specialization, Slight of Hand Rank 12, Stealth Rank 12, Dex 20, Wis 18, BAB +12

    Benefit: Attacks which deal precision based damage alway confirm critical hits. Critical Threat Range while wielding light weapons increases by 2
    Special: Critical Threat Range while performing a Sneak Attack with a light weapon increases by 1



    Pale Bladeworks

    Prerequisite: Dual-Blade Savant Class Feature, Two Weapon Fighting, BAB +6

    Benefit: You suffer no attack or damage penalty while Two Weapon Fighting with light weapons, additionally both weapons apply damage as if they were wielded in two hands.
    Special: Penalties for additional attacks made while Two Weapon Fighting, such as from Improved Two Weapon Fighting are reduced by an additional 10



    Child of Crossroads

    Prerequisite: Blade Mastery, Knife Mastery, Assassination Mastery, Dual-Blade Savant, Pale Bladeworks, Under Age 13

    Benefit: You may make Sneak Attacks against a target as if they were Flat-Footed even if they are not.



    Child of Dusk

    Prerequisite: Child of Crossroads

    Benefit: Your Sneak Attack Damage increases by 1d6
    Special: You may choose to deal the average of your Sneak Attack damage instead of rolling this damage.



    Child of Evening

    Prerequisite: Child of Crossroads, Child of Dusk, Alignment Any Good

    Benefit: Sneak Attacks versus Evil aligned creatures always deal maximum damage
    Special: You gain an additional d6 of Sneak Attack Damage per 3 HD you possess



    Child of Morning

    Prerequisite: Child of Crossroads, Child of Dusk, Child of Evening, Alignment Any Good

    Benefit: Sneak Attacks versus Evil aligned creatures always threaten a Critical Hit
    Special: Precision Damage is multiplied upon a Critical Hit and is always lethal damage to Evil aligned creatures



    Pale Blade

    Prerequisite: Child of Morning, Evasion, Alignment Any Good,

    Benefit: Your Critical Multiplier while making a Sneak Attack increases by 1
    Special: You may make an additional Sneak Attack at a -10 penalty



    Improved Pale Blade

    Prerequisite: Child of Morning, Evasion, Pale Blade, Alignment Any Good

    Benefit: Your Critical Multiplier while making a Sneak Attack increases by 1
    Special: You may make an additional Sneak Attack at a -15 Penalty



    Greater Pale Blade


    Prerequisite: Child of Morning, Evasion, Pale Blade, Improved Pale Blade, Alignment Any Good

    Benefit: Your Critical Multiplier while making a Sneak Attack increases by 1
    Special: You may make an additional Sneak Attack at a -20 Penalty. Additionally you may move up to your total movement speed while performing a Full Round Attack. This movement provokes attacks of opportunity as normal.



    Pale Banishment

    Prerequisite: Child of Morning, Evasion, Pale Blade, Improved Pale Blade, Greater Pale Blade, Alignment Any Good

    Benefit: Your critical Multiplier while making a Sneak Attack increases by 1
    Special: When performing Sneak Attacks, you may total the damage and distribute any amount of it to targets within 60ft.



    Pale Haunt Departure

    Prerequisite: Child of Crossroads, Child of Dusk, Child of Evening, Child of Morning, Alignment Any Good, SL1

    Benefit: By expending an Attack of Opportunity you may make a Full Round Attack as an Immediate Action
    Special: For effects you control, creatures that are not of identical alignment to you are considered Evil. Additionally your Critical Multiplier versus Evil aligned creatures increases by 3, this bonus increases by +1 for every 10 SL beyond the first.
    Last edited by Mornings; 2016-07-04 at 07:37 PM.

  16. - Top - End - #16
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    Default Re: Pale Departure: That Which Whispers OOC

    Father Michael Est Sipel

    Prerequisite: Alignment - Any Good, Must Worship Good-Aligned Deity
    Father Michael Est Sipel Traits:

    Faithful: You've dedicated your life to the church and the faith. You drink from the cup of righteousness and defend those who cannot defend themselves. Your faith has been ironed over years of training and prayer and your spirit has been strengthened to bare the sorrows of the less fortunate. You gain a +2 bonus to Knowledge (Religion) and may select a 1st Level Cleric Spell. You may cast this spell a number of times per day equal to your Charisma Modifier (Minimum 1).

    Face of Desertion: Though you've spend many years under the teachings of the church, even under the tutelage of Father Sipel - yet you could never buy into the scripture and prayer of dusty old men. You gathered as many lessons of swordplay as you could and abandoned the church at the first moment you could. Unfortunately, that moment was during an expedition into the World Wound. You later learned the men you left behind died, and with them your name and face held a degree of notoriety. With no end to the enemies you created, you traveled attempting to put distance between yourself and the faithful. You begin play with three additional feats, however characters familiar with you begin with a starting attitude of unfriendly or hostile and you suffer a -20 Penalty on Diplomacy, Bluff, and Intimidate Checks made against a character that knows your tale.

    Devout: Dedicated to the betterment of the land and the people through the power of faith in the goodly gods. You completed the various training of arms and sworn to defeat evil where you may find it. By spending at least an hour of prayer each day, you gain Fast Healing 1 and may cast Detect Evil at will. Should you ever fail to perform your daily prayer, you loose these benefits and must spend 8 hours in prayer to regain these effects.

    Merciful Knight: You have always been stronger, faster and more courageous then those around you. It was destined that you would distinguish yourself in such a way to earn the respect of your peers. You have been knighted by the church as a holy warrior to spread compassion and patience throughout the land. The vow you've taken has blessed upon you miraculous power, but a rigid code of conduct:

    You receive your Charisma Modifier as a Misc Bonus to your AC and Saves, and a +4 Sacred Bonus to your Strength and Constitution. Additionally, you may wield weapons one size category higher then you as if they were the proper size.

    The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this trait include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells.

    It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this trait extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl's venom would not become more virulent because of this trait, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it.

    To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a -1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this trait. You may not take another feat or trait to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this trait until you perform a suitable penance and receive an atonement spell.

    Child of the Faith: Raised by the church, you've learned how to tend to other and mend wounds. You've developed an uncanny gift for medicine and the healing arts. You gain a +2 bonus to Heal Checks and may use Lay On Hands as a Paladin a number of times per day equal to 3 + your Charisma Modifier (minimum 1). Use your HD when determining your Paladin level for this ability.

    Pilgrim: You've traveled far and learned the lessons of the church. Though you are not a priest, or pious believer, you have a responsibility to yourself and others to stand against the cruelty and injustices of the world around you. You gain a +2 Sacred Bonus to one save of your choice.


    Skill Points: Character gains 6+Int Skill Points/Level - Unless Class Skill Point is higher
    Bonus Class Skills: Knowledge (Martial), Knowledge (Religion), Diplomacy, Ride, Handle Animal, Swim
    Bonus Language: Celestial
    Bonus Feats: You gain a bonus feat at levels 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19, 20
    Bonus Feats: Improved Exotic Weapon Proficiency (Bastard Sword)
    Bonus Feats: You gain access to the various specialized feats listed below


    Improved Exotic Weapon Proficiency (Bastard Sword)
    The sacred weapon of Ragathiel. You have been rigorously trained by the War Priests of his order in this weapon's use and thus far more proficient with this sword then most other weapons.

    Prerequisite: Training - Father Sipel

    Benefit: This weapon counts as a martial weapon and receives a +1 bonus to attack and damage rolls



    Improved Martial Weapon Proficiency

    Prerequisite: Martial Weapon Proficiency

    Benefit: The penalty incurred by performing combat-maneuvers is reduced by 2



    Greater Martial Weapon Proficiency

    Prerequisite: Improved Martial Weapon Proficiency

    Benefit: You recieve a +1 circumstance bonus to attack rolls made with martial weapons.

    Special: Weapon Focus may be taken multiple times, the effects are now cumulative if the same weapon is selected multiple times.



    Martial Weapon Training

    Prerequisite: Improved Martial Weapon Proficiency

    Benefit: Damage with Martial Weapons increases by 1

    Special: This bonus increases by 1 for every 4 HD you possess beyond the first.



    Martial Weapon Focus

    Prerequisite: Martial Weapon Training

    Benefit: Select one: Bullrush, Dirty Trick, Trip, sunder. You may attempt this combat Maneuver once while making a full round attack without provoking. All attacks made suffer a -4 penalty while doing so.


    Two-Handed Martial Weapon Training

    Prerequisite: Martial Weapon Training

    Benefit: Any martial weapon wielded in two hands (bow, spear, greatsword, etc) applies 2x your strength modifier as additional damage, instead of the normal 1.5x (or 1x in the case of a ranged weapon)

    Special: If you receive this bonus from another source that is effecting a martial weapon of a two handed category. The bonus applied to that effected weapon from this other source increases to 3.



    One-Handed Martial Weapon Training

    Benefit: Damage with one handed martial weapons increases by 2. Additionally you may take a free 5ft Step after performing an attack with such a weapon. This may be done a number of times per round equal to your Dexterity Modifier.



    Martial Weapon Specialization

    Benefit: While performing a Power Attack with a two-handed martial weapon there is a 20% chance the target is thrown off balance. Make an opposed Strength Check with the target, upon success they are thrown back 5ft.

    While performing a Power Attack with a one-handed martial weapon there is a 20% chance the target is caught off guard. Make an opposed roll of your CMB vs the target's CMD. Upon success, the target is left Flat Footed for a round.

    Special: Martial Weapons ignore 2 points of Hardness




    Divide The Gap

    Prerequisite: Two-Handed Martial Weapon Training, Martial Weapon Specialization

    Benefit: When an opponent exits your threatened space while wielding a martial two-handed melee weapon you may take a free 5ft Step in the target's direction. If this would place the target back within your threat range you may perform an attack as an Immediate Action. This may only be done once per round.


    Hardened Defense

    Prerequisite: Martial Weapon Specialization

    Benefit: While wielding a martial weapon in one hand and shield in the other you gain a +2 dodge bonus to your AC. This bonus increases by 2 when you Base Attack Bonus reaches 3, 5, 8, and 10



    Open Palm Combat

    Prerequisite: Martial Weapon Specialization, One-Handed Martial Weapon Training

    Benefit: While only wielding a martial weapon in one hand and the other is unoccupied you gain the benefits of Improved Unarmed Strike and may make Unarmed attacks as if you were Two Weapon Fighting. Unarmed attacks performed in this way may sicken your target. The target must succeed a Fortitude save equal to 10 + 1/2 HD + STR Modifier versus this effect or be sicken for 1 round upon dealing damage with an unarmed strike. Cumulative Fortitude Save failures extend the duration of this effect.

    Special: Your Unarmed Attack now counts as a one-handed martial weapon, and receives any bonus a martial weapon would be entitled.




    Two Weapon Focus


    Prerequisite: Martial Weapon Specialization

    Benefit: While two weapon fighting with martial weapons your weapons deal an additional 2 points of damage. Additionally, as a full round attack you may sacrifice any number attacks after the first to increase your critical threat range by 1 for the first hit during this full round attack.




    Acrobatic Strike

    Prerequisite: Martial Weapon Specialization, One-Handed Martial Weapon Training, Open Palm Combat

    Benefit: You may make an opposed Acrobatic's Check versus a target's CMD during an attack. Upon success, the target is caught Flat-Footed against this attack. This feat may be performed a number of times per day equal to 3 + your Dexterity Modifier

    Special: This feat may be taken multiple times granting an additional 3 uses a day




    Aerial Cleave

    Prerequisite: Martial Weapon Specialization, One-Handed Martial Weapon Training, Open Palm Combat, Acrobatic Strike

    Benefit: When you successfully perform an attack against a Flat Footed enemy, you may make an additional attack against an adjacent enemy as if using Cleave. This attack receives a +4 bonus to your attack and damage roll.



    Improved Martial Weapon Training

    Prerequisite: Martial Weapon Specialization

    Benefit: Select one type of martial weapon, this weapon type deals an additional 4 points of damage and ignores an additional 2 points of Hardness

    Special: You may strike with an unusual part of the in melee combat as part of a Full Round Attack. This attack suffers a -2 Penalty and deals 1d3 + applicable damage modifiers. This unusual attack need not be made with a melee weapon.



    Martial Weapon Mastery - Parry

    Prerequisite: Martial Weapon Specialization, BAB +3

    Benefit: When you are the target of a melee attack while wielding a martial melee weapon, you may make an opposed attack roll. Upon exceeding the opposed attack roll the attack is negated. You may perform this parry action a number of times per day equal to 3 + your Dexterity Modifier.


    Parry Training

    Prerequisite: Martial Weapon Mastery - Parry

    Benefit: The number of times you may parry per day increases by 3. This bonus increases by 1 for every 2 HD you possess beyond the first. Additionally, any martial two-handed weapon - including ranged weapons, gain the ability to perform a parry at the cost of expending ammunition to perform this opposed roll. If the weapon is not loaded, or has exhausted expendable ammunition, the parry may not be performed.



    Reflexive Parry

    Prerequisite: Martial Weapon Mastery - Parry, Parry Training

    Benefit: The number of times you may parry per day increases by 3. You may now Parry stones and arrows - but not bolts.



    Parry Mastery

    Prerequisite: Martial Weapon Mastery - Parry, Parry Training, Reflexive Parry

    Benefit: The number of times you may parry per day increases by 3. You may now Parry bolts and bullets from conventional firearms



    Second Waking

    Prerequisite: Martial Weapon Mastery - Parry, Parry Training, Reflexive Parry, Parry Mastery, SL1

    Benefit: You may now attempt to parry any ranged or melee attack - Such examples include attacks from siege weapons, ordnance weapons, technological weapons, energy weapons, orbital strikes, and bolt guns, as long as the attack requires an attack roll. Additionally you may now Parry spells which require an attack roll as long as you are using a martial weapon with an enchantment or enchanted ammunition.
    Last edited by Mornings; 2016-07-04 at 05:19 AM.

  17. - Top - End - #17
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    Default Re: Pale Departure: That Which Whispers OOC

    Mind (Soul Resistance)
    This value represents the character's ability to resist the consuming influence of the Calamity and the aberrations which now haunt The Night. The creatures which hunt for the shattered fragments of your Prime Soul, steal small grains of its essence from you each time you are tainted or are harmed by their quasi-physical attacks.

    This value represents how much harm you can endure until a piece of your Prime Soul is lost and your Memory is reduced by 1. To determine your Mind Score, take half of your Wisdom and Constitution rounded down and add the values together. When you receive Mind Damage equal to this score, your Memory is reduced by 1 and the current Mind Damage held is reduced by your Mind Score leaving only excess damage remaining. (Example: Mind 0/24 > 34 Mind Damage > Mind 10/24 > 1 Memory Damage)




    Memory (Memory Pool)
    This pool represents the last remaining fragments of a Prime Soul you possess. This diminishing essence is so fleeting and insubstantial, even its loss is only felt as an 'absence' of something important. Unlike a character's Mind value, this pool is assigned to a player and retains its worth across all characters. The value of this pool is determined by the number of HD of all Aspects you possess (An Aspect is any Non-Prime, Non-Reflection character with Soul Resistance you own.) The total value of this pool decreases and increases as new Aspects are gained or lost, such as from death or other situations. However, increasing your maximum available pool does not grant new points to fill this value (Example; Possessing 4/7 Memory then increasing your pool to 4/10 will not recover your current remaining Memory.)

    If at any point this score reaches 0, your ability to retain a Prime Soul is lost and you may not continue playing after the Prologue.

  18. - Top - End - #18
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    Default Re: Pale Departure: That Which Whispers OOC

    Adessa Allesa - The Whispering Witch


    Prerequisite: Int 16, Alignment: Any Non-Good, Faction: The Whispering Way
    Adessa Allesa Traits:

    Apprentice of The Veil: Long have you allied yourself with The Whispering Witch seeking the truths which lurk beneath this world. Dedicating yourself to the strange and foreign magics which form the cornerstone of your cult. The Whispering Way holds no importance to you, much like the others which have chosen to follow The Whispering Witch, the cult is divided in two, populated by an 'underground' movement dedicated to The Dominion of Black and The Great Truth. Once per day you may select a spell as you cast it, this spell has a 30% chance to be cast without consuming a Spell Slot. This effect only activates successfully once per day.


    Dark Magister: You are a loyal member of The Whispering Way, while you owe no particular loyalty to The Whispering Witch or her heretical teachings it is impossible to deny both the results and her power. If there was ever a leader who could restore Tar Baphon to the world, it was her. This didn't change the fact that the witch preached nothing short of blasphemy publicly and uncontested. Like many others, you could not understand the source of her strange powers and thus relied on magical tools. You cannot take any of the feats listed below, and you loose access to Knowledge (Abstract), Knowledge (Primal), and Spell Focus skills. Use Magic Device receives a +10 circumstance bonus, and you begin play with two fully changed wands with 1st Level Spells. Additionally, you may select one magic item worth 2500gp to start.


    Thirst For Power:
    It didn't mater who it was, a king, a tyrant, a general or lord. You followed power and The Whispering Witch was the most frightfully powerful entity you'd ever known. The tales surrounding her were deliciously true - she'd blackened the sky, tainted the soil and cursed this world with but a string of words. It was the kind of power you wanted, but even beyond this... She taught you of what lay beyond, powers which fold, bend and bind the multiverse into existence, sewing together all you knew with the ease of some omniscient seamstress. There had to be a way, a way to stand upon the same throne of power. You were sure the secret lay somewhere within the teachings of The Whispering Witch's magic. You begin play with an additional Spell Slot for each level. Spell Slots for spells above those which you can cast do not become available until you gain the ability to casts spells of that respective level.


    Veil Witch: As an student following in The Whispering Witch's footsteps you have been groomed and raised in her teachings. Your understanding of her lessons far exceeds those of your peers and thus your command of her magics is much more potent. The Knowledge (Abstract), Knowledge (Primal), and Spell Focus skills receive a +4 bonus, in addition to beginning play with First Hidden Verse and Whispered Hex as bonus feats.





    Skill Points: Character gains 20+Int Skill Points/Level

    Bonus Class Skills: Knowledge (Primal), Knowledge (Abstract), Craft (Wand), Craft (Books), Craft (Alchemy), Spell Focus, Use Magic Device, Concentration, Spellcraft, Appraise
    Bonus Language: Thassalonian
    Bonus Feats: You gain Skill Mastery (Select Skill), Skill Mastery (Knowledge - All), Skill Mastery (Spell Focus) as bonus feats
    Bonus Feats: If you have access to an arcane spell list you receive bonus feats from listed below at levels 1, 2, 3, 4, 5, 7, 9, 10

    Spoiler: New Skills
    Show

    These Skills are only available to those trained by The Whispering Witch:


    Knowledge (Primal)
    The strangeness of the events within Golarion far exceed the preserved tales and lore of the past. The primal events which run rampant throughout the world has led to the death of magic. The instability of the arcane has paved the road for alternate forms of travel and tools, science and technology have become the common. Yet, as a young follower of the esoteric arts you chase a string of clues linking these changes in the world with some grander power. You can identify primal energy and interpret signs to gleam clues of its origin.

    Knowledge (Abstract)

    You master has taught you of many things. Entities which linger beyond this world and The Great Beyond. Even this multiverse was but a small grain of sand upon a beach, in a world the size of a marble... A marble within an endless ocean's tide of marbles. The fate of this planet in the grand scheme of creation meant little. To others, the secret teachings sounded like nothing more then the insane rantings of a cult - but not to you. You are one of the Initiated. Those most highest ranked within The Whispering Way who owned The Whispering Witch their undying loyalty knew these things to be true. They served gods far greater then the false prophets of men - Hensa's Children had shown them The Great Truth.

    Spell Focus
    Manifesting magic in this unstable plane is a dangerous and fearful practice. Indeed, in most civilized places the practice is outlawed except by State Magisters out of fear of Wild Magic brining ruination to everything in its path. Even the Magisters of the land have not been taught in the ways of The Whispering Witch, and the great command she possesses over the arcane essence. You have been schooled in her lessons and now hold a command over you magics unlike others

    Function: Magic you cast no longer has a chance to automatically fail or produce Wild Magic, a Spell Focus Check may always be attempted.

    A Focus Barrier may be erected by spending 10 minutes in uninterrupted meditation - You must make a Spell Focus Check as normal establishing this barrier's defense value. Should this Check ever be exceeded by the DC of the Primal influence around you the barrier is immediately dismissed. This effect persists for 1 hour and defends yourself and any magic items on your person from primal influence until dismissed or the effect ends.

    To make a Spell Focus Check roll both Spellcraft and Spell Focus and total the combined result to determine your score








    Skill Mastery
    "Knowledge is such a fickle thing, like a garden rose. Even standing upon the pinnacle of your trade...
    Should you forget to tend to it, it will simply wither away."
    - The Whispering Witch


    Prerequisite: Int 24, Ability to cast arcane spells, Trained by Adessa

    Benefit: You may select one skill. You may add ranks to this skill equal to twice your HD. As long as this skill has been assigned the maximum number of ranks allowed for your HD, your receive a +4 misc bonus to this skill. If a skill assigned with Skill Mastery is ever not assigned the maximum allowed ranks, that skill suffers a -10 penalty until its ranks have reached the maximum it can be alloted.



    BLACKENED MAGIC


    Sworn To Black

    Prerequisite: Skill Mastery, Knowledge (Abstract) Rank 1

    Benefit: Your alignment drops by one step as you are filled with the will of The Lady of The Veil. This binding oath floods you with a command of unusual powers but enforces upon you an irresistible obedience to the edicts whispered by the strange entities which linger in this world fulfilling the desires of The Lady of The Veil. You are permitted no save when compelled by such an entity and must fulfill the command to the best of your ability. In exchange for your devotion, you receive the following: Int +4, Wis +4, Cha +4, +4 Profane Bonus to AC, +4 Profane Bonus to Will-Fortitude-Reflex Saves, Spells and magic items you possess are no longer subject to Primal Events. Additionally you may make a Will Save (20+Spell Level+HD) when casting a spell. Upon success, the spell slot for this spell is not expended. You may perform this action a number of times per day equal to 3 + Int Modifier (Minimum 3).



    Blackened Magic

    Prerequisite: Sworn To Black

    Benefit: You gain a +10 bonus to Knowledge (Abstract) and access to the Abstract School of magic. Abstract magic cannot be identified, however you may now become passively aware of the presence of this type of magic. This awareness is represented by your total bonus to Knowledge (Abstract). Each point possessed grants awareness worth 2 SL for your respective SL Tiers.



    Blackened Channeling

    Prerequisite: Sworn To Black, Blackened Magic

    Benefit: You gain a +10 bonus to Knowledge (Abstract). You may now choose to cast a spell as a Full-Round Action, or a spell with a casting time of a full-round action as two Full-Round Actions. A spell cast in this way replaces Caster Level Checks with Knowledge (Abstract) Checks, ignores DR, ends healing or regeneration effects, bypasses immunities of creatures with equal or less SL then you and increases the spell's DC by your total bonus to Knowledge (Abstract). Casting a spell in this way carries with it unspeakable risks and thus the caster suffers 2d4 points of damage to their active form of Soul Resistance. If the caster does not possess an active form of Soul Resistance they are immediately destroyed by effects identical to Bleakness.



    Blackened Spell

    Prerequisite: Sworn To Black, Blackened Magic

    Benefit: Select one spell you are able to cast. This spell's DC increases by 10, ignores Spell Resistance, may be cast as an immediate or swift action regardless of its original casting speed, no longer possesses casting components and becomes an At Will spell. This spell no longer needs to be prepared and does not require a spell slot. Each time this spell is used the caster suffers 1d3 points of damage to their active form of Soul Resistance. If the caster does not possess an active form of Soul Resistance they are immediately destroyed by effects identical to Bleakness.






    Whispered Chant

    Prerequisite: Ability to cast arcane spells

    Benefit: You've learned the very basics of The Whispering Witch's iconic methods of casting. Spells you cast now longer require verbal components.



    Arcane Spell Training I - Disruption

    Prerequisite: Ability to cast arcane spells

    Benefit: You gain the ability to disrupt spellcasting with a touch. As a ranged touch attack with a range of 30ft, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this check is equal to 15 + twice the spell’s level. If the check is failed, the target’s spell is wasted. This field lasts for a number of rounds equal to 1/2 your HD (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.



    Arcane Spell Training I - Forewarning

    Prerequisite: Ability to cast arcane spells

    Benefit: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your HD (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.




    Focused Mind

    Prerequisite: Whispered Chant

    Benefit: You gain a +2 bonus to Use Magic Device, Concentration, Spellcraft and Knowledge (Arcana)




    First Hidden Verse

    Prerequisite: Whispered Chant, Focused Mind, Arcane Spell Training I

    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10%. Additionally, your spells have a 5% Chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast.




    Shielded Caster

    Prerequisite: Arcane Spell Training I, Whispered Chant

    Benefit: You are proficient with all shields and tower shields. The Arcane Spell Failure chance for using a shield is reduced to 0%



    False Prayers

    Prerequisite: Whispered Chant, First Hidden Verse, Knowledge (Religion): 2 Ranks, Bluff: 1 Ranks

    Benefit: The practice of magic by those not sanctioned is forbidden, thus like many others of your faction you've disguised yourself as a follower of the faith, be it a cleric, priest or simply a faithful follower of the bland 'goodly' gods which are found acceptable to the common ignorant man. Select a deity from the following: Cayden Cailean, Desna, Erastil, Iomedae, Pharasma, Sarenrae, Shelyn, Torag, Abadar. When casting a spell, you may make a Bluff Check to disguise your spell as prayer, or divine magic if the spell has obvious visible or audible results. This check receives a -10 penalty if you appear entirely out of place with the faith you claim to serve. Furthermore this -10 penalty applies to diplomacy checks to convince others of your faith, but this diplomacy penalty cannot exceed -10 even if it otherwise would per the diplomacy skill. If you carry the holy symbol of your false deity, your bluff and diplomacy checks to convince others of your faith and false prayers receive a +5 bonus. If you wear the colors, figure of sacred animal, or figure of sacred sign you receive an additional +5 bonus for each of these things. Dressing in the garments of your false faith grants a +10 bonus to these checks. Carrying the sacred texts and feigning words of prayer during casting also provides a +10 bonus. Additionally, proficiently wielding the sacred weapon of your false deity grants an additional +5 bonus to these checks.



    Arcane Spell Training II - Foretell

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Benefit: You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. This bonus or penalty increases by 1 for every 4 HD you possess. You can use this ability for a number of rounds per day equal to your 3+HD. These rounds do not need to be consecutive.



    Arcane Spell Training II - Counterspell

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Benefit: You gain Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent’s spell once per day as an immediate action (instead of a readied action). You must use a spell at least equal to the level of the spell being countered to use this ability. You can use this ability once per day, plus one additional time per day for every 4 HD you possess.


    Arcane Spell Training II - Oracle's Fortune

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    When you activate this power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your HD (minimum +1) for 1 round. The duration of this effect increases by 1 round for every 2 HD you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.



    Arcane Spell Training II - Versatile Evocation

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.



    Arcane Spell Training II - Intensified Spells

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Whenever you cast an evocation spell that deals hit point damage, add your HD to the damage (minimum +1). This bonus is not only applied once to a spell, but once per missile or ray, but cannot be distributed between multiple missiles or rays. This bonus damage may be increased by Empower Spell or similar effects. This damage is of the same type as the spell. At SL1, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.




    Arcane Spell Training II - Elemental Manipulation

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Benefit: You can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your HD is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your HD. The rounds do not need to be consecutive.




    Arcane Spell Training II - Lingering Evocations.

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Benefit: Any evocation spell you cast with a duration greater than instantaneous lasts an additional number of rounds equal to 1/2 your HD (minimum +1). At SL1, any dispel checks made against your evocation spells must be rolled twice, and your opponent must use the less favorable result.



    Arcane Spell Training II - Storm Servant

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    Call forth a thundering elemental spirit from beyond to hurl an object of your choosing. As a standard action, you can generate a blast of air that hurls an unattended object (or objects) or an object in your possession up to 30 feet in a straight line. If you have a free hand, you can catch an object hurled toward yourself. You can move objects weighing up to 5 pound per HD your possess. Objects are thrown with enough force to cause damage, fragile objects like alchemical weapons shatter on contact with a creature or hard surface. Creature's struck by a heavy solid object take 1d3 points of damage per 5 pounds of weight (maximum 10d3). To hit a creature with an object, you must succeed at a ranged touch attack. At SL1 the maximum damage cap is removed. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.




    Arcane Spell Training II - Scrying Eyes

    Prerequisite: Arcane Spell Training I, Ability to cast 2nd level arcane spells

    You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.




    Empowered Mind

    Prerequisite: Whispered Chant, Focused Mind

    Benefit: You gain a +2 bonus to Use Magic Device, Concentration, Spellcraft and Knowledge (Arcana). Additionally your Will Save increases by 2.




    Second Hidden Verse

    Prerequisite: Whispered Chant, First Hidden Verse, Focused Mind, Empowered Mind, Arcane Spell Training I, Arcane Spell Training II

    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 10%. Your spells have an additional 5% Chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Additionally, Blackened Spells have a 5% Chance to not cause any harm to the caster.


    Whispered Hex

    Prerequisite: Whispered Chant, First Hidden Verse, Empowered Mind, Arcane Spell Training II

    Benefit: You may select a Hex from the Witch Hex list. The DC of your Hexes increases by 2

    Special: You may take this feat multiple times to learn additional Hexes



    Armored Caster

    Prerequisite: Arcane Spell Training I, Arcane Spell Training II, Shielded Caster, Whispered Chant

    Benefit: You are now proficient with medium and heavy armor. The listed Arcane Spell Failure chance for armor is reduced by half.



    Favored Steel

    Prerequisite: Armored Caster, Arcane Spell Training II

    Benefit: You've found favor a single type of reliable weapon rather then relying on magic alone. You've trained exclusively in the practice of a specific weapon in an almost obsessive manner. You've nearly gotten how to wield other weapons in your frantic refinement of your combat techniques with this single tool. Select one weapon, you gain proficiency with this weapon and gain Weapon Focus with the weapon as a bonus feat, but loose proficiency with other Simple and Martial Weapons. Damage rolls with this weapon receive a +4 bonus.



    Otherworldly Rebirth

    Prerequisite: Armored Caster, Arcane Spell Training II

    Benefit: You've sacrificed a large portion of your gathered magic as an offering to The Black. In exchange, your very essence has been strengthened, but a piece of your morality has been left twisted and misshapen. Your alignment drops by one degree and you now hold fervent faith in The Black. Spell Slots you possess from all sources are reduced by 1. Your hit die size increases to a d12. Additionally you receive +3 hit points per HD you possess. Recalculate your new hit point value upon gaining this feat.


    Favored Shadows

    Prerequisite: Armored Caster, Arcane Spell Training II

    Benefit: You gain Stealth as a Class Skill. You may add your Spellcraft Bonus to Stealth Checks you make. Additionally, you gain the Sneak Attack Class Ability. Your Sneak Attack deals an additional d6 of damage per 2 HD you possess.


    Battlemage I

    Prerequisite: Favored Steel or Favored Shadows

    Benefit: Your Base Attack Bonus increases by 1. This bonus increases by 1 upon reaching 2, 4, and 6 HD



    Battlemage II

    Prerequisite: Battlemage I

    Benefit: Your Base Attack Bonus increases by 1. This bonus increases by 1 upon reaching 8, 10, and 11 HD. You learn to cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the Battlemage must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a –2 penalty and can also cast any spell from your spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on his attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A Battlemage can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.


    Chosen Spellbrand

    Prerequisite: Battlemage I, Battlemage II

    Benefit: Whenever a Battlemage casts a spell with a range of “touch” from his spell list, he can deliver the spell through any weapon he is wielding as part of an melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a Battlemage can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the Battlemage makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.


    Battlemage III

    Prerequisite: Battlemage I, Battlemage II

    Benefit: The Battlemage gains an Arcane Reservoir. This pool has a number of points equal to his HD (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the Battlemage prepares his spells. A Battlemage can expend 1 point from his Arcane Reservoir as a Swift Action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every three HD he possesses, the weapon gains another +1 enhancement bonus, to a maximum of +5. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. Upon reaching 5 HD these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

    Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the Arcane Reservoir point is spent and cannot be changed until the next time the Battlemage uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Battlemage.

    A Battlemage can only enhance one weapon per 3 HD he possesses in this way at one time (minimum 1).

    SPELLBRAND ARCANA
    The Battlemage may choose to spend a point from his Arcane Reservoir points to activate the following Spellbrand Arcana, these effects have a duration of 1 round. This duration is extended for every 6 HD the Battlemage possesses:

    ✥ Piercing Blade (Ex) Use your Arcane Reservoir to make your melee attacks as touch attacks

    ✥ Guided Accuracy (Su) Use your Arcane Reservoir to grant an insight bonus equal to your Int Modifier to attack rolls

    ✥ Eviscerating Edge (Su) Use your Arcane Reservoir to do bleed damage equal to your Int Modifier. This wound requires a DC15 Heal Check to mend

    ✥ Bane Blade (Su) Use your Arcane Reservoir to give your weapon the bane effect

    ✥ Close Range (Ex)
    You can use ranged touch attacks as melee touch attacks

    ✥ Battle Devotion (Su) Use your Arcane Reservoir to add anarchic, axiomatic, holy, or unholy to your weapon

    ✥ Enduring Blade (Su) Increase the duration of your Arcane Reservoir weapon enchants to 1 min/3 HD

    ✥ Spellbrand Focus (Ex) Gain the derring-do and opportune parry and riposte swashbuckler deeds as weapon enchantments

    ✥ Spirit Spellbrand (Su) Battlemage can deliver spells with a range of touch with a ranged spellstrike up to a maximum range of close (25 feet + 5 feet per 2 caster levels).






    Arcane Spell Training III - Mage of the Veil

    Prerequisite: Arcane Spell Training I, Arcane Spell Training II, Ability to cast 3rd level arcane spells, Must possess Disguise Self in spellbook

    Benefit: You have been trained in the esoteric arts of your order and now strive to blend into society until called upon once again by The Whispering Witch. Gain the following Class Skills: A mage of the veil gains Bluff, Disguise, and Stealth as class skills. All Class Skills receive a +2 bonus, additionally you may add your HD to your saves as an Enchantment Bonus.





    Arcane Spell Training III - Face in the Crowd

    Prerequisite: Arcane Spell Training I, Arcane Spell Training II, Mage of the Veil, Ability to cast 3rd level arcane spells

    As a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + your HD + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your HD, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

    This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.





    Arcane Spell Training III - Shade of the Veil (Sp)

    Prerequisite: Arcane Spell Training I, Arcane Spell Training II, Mage of the Veil, Face in the Crowd, Ability to cast 3rd level arcane spells

    You have learned to conceal yourself entirely, in the classic fashion of Veil Mages who serve The Black. You can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per HD you possess. If you interact with an affected creature in any way, it gains a Will save (DC 10 + your HD + your Intelligence modifier) to disbelieve the illusion and notice you. This ability otherwise functions like the spell Veil. The rounds do not need to be consecutive.





    Whispered Mind's Vision

    Prerequisite: Whispered Chant, Focused Mind, Empowered Mind, Arcane Spell Training I, Arcane Spell Training II, Arcane Spell Training III

    Benefit: You have learned more advanced lessons from The Whispering Witch. Now simply by envisioning the physical movements of your spells while whispering the dark incantations of power within your thoughts your magic begins to manifest with little or no outward gestures required: Your spells no longer require somatic components.



    Whispered Incantation

    Prerequisite: Whispered Chant, Whispered Mind's Vision

    Benefit: You may activate magic items you own which require the use of Use Magic Device with a verbal command. You need not have this item out or available, only on your person. You must still make the Use Magic Device Check as normal if it is required however this check receives a +5 circumstance bonus.



    Whispered Call of The Congregation

    Prerequisite: Whispered Chant, Whispered Mind's Vision

    Benefit: When casting a spell with audible or language dependent effects, you may remove the verbal components from this spell. The spell functions normally with its audible components projected into the minds of effected targets. Targets effected cannot discern if this sound is internal or physically around them and are not permitted a save to identify this mental noise. This mind-effecting ability bypasses applicable immunity to mental spells. Spells which deal sonic damage to designated target can be projected in such a way, but the caster must be able to locate the target precisely. Spells projected by this effect use the range of this ability rather then their standard casting range. Spells may be projected 300ft/HD you possess.



    Whispering Cursebrand

    Prerequisite: Whispered Chant, Whispered Mind's Vision

    Benefit: You may make a ranged touch attack as a swift action. A target struck by this Curse Effect suffers 1 point of Fire Damage and a dark magical seal of your creation is burned into the subject's skin. This brand is only skin-deep but regardless if the affected flesh is removed or not, the curse remains in effect for 24 hours/3 HD you possess. This curse can be removed via conventional methods such as Remove Curse, or receiving magical healing within an area effected by a Consecration Spell. The effected creature receives a -5 to Will Saves versus effects you control and must roll twice taking the least favorable result when making any save against you. For the duration of the curse you are aware of the creature's precise location, general activity, mood, and health for as long as they are on the same plane as you.



    Studied Defense

    Prerequisite: Whispered Incantation, Arcane Spell Training III

    Benefit: You may add your Intelligence Modifier to your AC as a Dodge Bonus




    Third Hidden Verse

    Prerequisite: Whispered Chant, Whispered Incantation, First Hidden Verse, Second Hidden Verse, Focused Mind, Empowered Mind, Arcane Spell Training I, Arcane Spell Training II, Arcane Spell Training III

    Benefit: Your Arcane Spell Failure chance while wearing armor is reduced by 20%. Your spells have an additional 15% Chance when cast that the spell slot being used is not expended. This % must be rolled as the spell is being cast. Blackened Spells have an additional 5% Chance to not cause any harm to the caster. Additionally your Int, Wis, Cha increase by 4.



    Final Hidden Verse

    Prerequisite: First Hidden Verse, Second Hidden Verse, Third Hidden Verse

    Benefit: The DC of your spells increases by 2 and an additional d20 is added to the Saves of all spells you cast. Effected creatures must succeed the DC of any spells your cast normally and an additional time for each d20 you've added. Additionally your Int, Wis, and Cha increase by 2.

    Special: This feat may be taken multiple times for cumulative effects.
    Last edited by Mornings; 2016-07-04 at 08:35 PM.

  19. - Top - End - #19
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: save
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    Character Creation: The Last Morning

    Character's are various individuals who have been brought or summoned by the call issued from The Palatine Council. To some, it is a call for aid to the people. To others, it is the death throes of a world languishing in its own blood. Your association determines a great deal of your history and why you are here. For the Church, the honorable Father Michael Sipel has been preparing for this day - leaving Mendev to serve a more direct roll in coordinating the preparations for the final battle. Sensing something special in you, he's trained you extensively as his sword for this day. For the minstrels, students and alumni of The Kitharodian Academy attending their final lessons at the Arcane University of Segenhall this call could not be ignored as Arch-Magister Bel'nacht sits upon The Palatine Council. As the most influential figure in arcane study and progressive thinker in advocating for more liberal laws for the practice of magic, the very future of the minstrel's trade hung in the balance. Those would could not acquire acceptance as a state-magistrate would be unable to continuing the practice of magic. Winning favor with the Arch-Magister was perhaps the most aggressive avenue to that end. The Pale Blades infiltrated the city, following the trail of summoned individuals intent on discovering

    .




    Creation Guidance:

    [Get A Clue]: Get somewhat acquainted with events which have transpired thus far. By no means do you need to fully familiarize yourself with all that has happened, but it will greatly assist you in transitioning into the game and writing your character's history, building them appropriately, and having an idea of what to expect. ( The game's IC Thread can be found: here The previous recruitment page can be found here, which may answer some of your questions as well: Thread )

    [Flavor]: Each character should bring something unique and interesting. Background and history will be the most crucial determining factors in character selection.

    [Hero From Another Time]: Though you have died once before, you are by no means weak. Each hero, regardless if they are good or evil is a force in their own right. The challenges which you face will be the most terrible you've ever experienced, with enemies which transcend realms and time. Only now, empowered by a god can you hope to stem the tide. (Characters must be able to combat a minimum of CR9 creatures to be applicable. Encounters will often be more difficult.)

    [The Last Pathfinders]: There are no more Pathfinders wandering Seven-Arrows, nor are you a Pathfinder. Though perhaps you may have been once long ago before The Shattered Crusade while you lived. (No Previous Submissions From The Initial Recruitment Will Be Accepted)




    Spoiler: THE BIG-BIG 16
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    Pathfinder

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    This is a greatly expanded variant of Lamentations of The Flame Princess's, 'The Pale Lady'. Upon completing this adventure, the game will transition into LotFP's Carcosa Setting in a Kingmaker-esque capacity. The game continues to expand with player choices and the pursuit of a great and wide array of additional Main Quests, Side Quests and alternate Divergent Worlds.

    - High Technology
    - Guns Everywhere
    - Low Magic
    - Mythic

    After The Shattered Crusade, primal magic, spellblight and spellscars have become very common. Contracting spellblight or unleashing magic with unexpected results, due to casting within a primal current have all become expected results for those employing magic carelessly. Mages have become exceptionally well studied in proper employment of their spells and have studied the various effects of violent miscasts and primal events.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    Currently 6-7 Player Party

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    OOTS


    5. What is the characters' starting status (i.e. experience level)?
    6th level, Gestalt

    6. How much gold or other starting funds will the characters begin with?

    90,000gp, You posses a great deal of equipment from all of your ventures in life. Now you must employ your familiar weapons once again.
    Pre-Game crafting is a Go, and is highly recommended to meet the required power scale

    Don't neglect travel supplies - mounts and other forms of transportation are not poor ideas either, as there will be lots of open space.
    -Non-pharmaceutical items from the Technology Guide are available to Numerians (Human). Details must be included in backstory
    -Pharmaceutical items from the Technology Guide are available to everyone
    -There will be time for crafting etc.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Build flavorful, but functional - getting killed by a Dire Rat is just embarrassing and the party will need everyone to function due to the higher difficulty of low powered PCs. Select a role to contribute to the party, and do it well because you'll need to work together to survive. Try to mitigate overlapping

    ~Good news for you creative folks out there. Yes all Paizo publications are approved. However~!
    ~Races using the PF Race Builder (RP 15 Max) is a go.
    ~3PP from the following publishers is a go:
    - Dreamscarred Press
    - Spheres of Power
    - Adventurer's Essentials
    - Necromancers of the Northwest
    - MC Expanded Archetypes
    - Expanded Feats List -----
    - Expanded Weapons List -----
    ((Modern Weapons: 1.25x listed prices | Cannot be crafted Pre-game))

    - Creature Templates (Appropriate CR reduces level on one side of your Gestalt)
    Multiple templates may be stacked, however identical bonuses do not. (ie: Ability Score bonuses from Advanced and Half-Celestial do not stack)
    Similarly, bonuses such as SLA's and non-racial magical ability are not cumulative, allowing only one to be applied.

    ~ 3PP from the following publishers may be allowed on case-by-case basis:
    - Legendary Games
    - Kobold Press
    - Interjection Games
    - Rite Publishing


    ( I can work with tweaks and alterations to facilitate your character concept, but I am not accepting any of your homebrew (> . > Dragonfire Adept?) So this is not the venue to pitch it. I don't dislike homebrew, but this is not the game for that. )

    ~Some Alterations/Feature Swaps allowed: (What this is referring to 'lazy man homebrew' - such as wanting to swap out all weapon profs for an exotic weapon prof, or things like trading rogue talents for discoveries or ki abilities, or class features for another class feature) - Making something a bit more unique. A halfling Titan Mauler with a Half-Giant's 'Powerful Build' racial to pick up even bigger weapons? Sure. Just keep in mind feature progression will be slower and trading may require more then one original ability or class feature to select another. Swaps will always be more 'expensive' then the ability being lost - Swaps for things to replace such things like free-feats now being granted for free; such as Weapon Finesse from a Swashbuckler are handled different and will provide an equal 1:1 trade to compensate for these changes.

    ~Martial Non-Initiators gain Bonus Feats for levels: 1,2,4,6,7,9,11,12,14,16,18,19,20 - These Feats are immediately lost upon gaining Initiator Levels. Subsequent feats which were gained via a lost feat as a prerequisite are lost as well. Lost feats are not replaced upon being removed. Gaining maneuvers and subsequent Initiator Levels from ANY source, to include those unrelated to a PoW Class will immediately strip the character of their Non-Initiator Feats.

    Spoiler: Pre-Approved Alterations (Swaps for Trap Finding)
    Show

    The Trap Finding Class Feature may be swapped for one of the following:

    Black Marketeer (Ex): You add
    half your level to Appraise checks made
    to determine the value of a common item
    (minimum +1). You also add your level to
    the percentage of an item’s value you receive
    when you sell it (normally you sell items for
    50% of their value), and reduce the price you
    pay for things by a percentage equal to your
    level.
    Chink in the Armor (Ex): Once per
    day, when you successfully strike with a
    sneak attack but the extra damage is negated
    (such as by armor with fortification), as a
    swift action you may deal half the additional
    dice of damage (round up) anyway. You may
    do this twice per day at 8th level, and three
    times per day at 16th level.

    Climb Walls (Ex): You add one-third
    of your level to Climb checks (minimum +1).
    You only need one hand free to climb, and
    you do not lose your Dexterity bonus to AC
    while climbing.

    Harass (Ex): When you successfully hit
    a target with a sneak attack, you may choose
    to deal fewer dice of sneak attack damage. For
    each die of damage you forgo, you place the
    target at a -1 penalty to one of the following
    categories: attack rolls, CMB checks, ability
    checks, concentration checks, or skill checks.
    This penalty ends at the beginning of your
    next turn.

    Hoodwink (Ex): You add half your
    rogue level to Bluff checks made to convince
    a target you are telling the truth (minimum
    +1). You may also make a Bluff check to form
    denials into phrases that are technically true,
    though misleading. If you are trying to avoid
    magical detection of a lie, the DC of your Bluff
    check is equal to the spell’s saving throw
    +10. If you are trying to leave the impression
    you denied having done something without
    actually denying it, the Bluff DC is +5 higher
    than the DC of a Bluff to believably deny it
    outright.

    Ki Pool (Su): You have a ki pool equal
    to a ninja of your rogue level, and you may
    use your ki pool for the same things a ninja
    does. At 1st level you have no points in your
    ki pool, but treat all Acrobatics checks made
    to jump as if you had a running start.

    Pick Your Way (Ex): You add half
    your level to Acrobatics checks made to avoid
    taking attacks of opportunity when leaving a
    threatened space. You do not treat crowds as
    difficult terrain.

    Poison Use (Ex): You are trained in the
    use of poison, and cannot accidentally poison
    yourself when applying poison to a weapon.

    Trapmaker (Ex): You add half your
    level to your Craft (trapmaking) checks, and
    to the DC of Perception checks required to
    spot traps you make (minimum +1). At 4th
    level you may take the Learn Ranger Trap feat
    (see Ultimate Magic) as a rogue talent without
    meeting its prerequisites. You treat your
    rogue levels as ranger levels for purposes of
    this feat and all ranger traps. You may spend
    additional talents to learn +2 ranger traps per
    talent spent.

    Turn the Knife (Ex): When you
    successfully sneak attack a target that is
    denied its Dexterity bonus to AC, you deal
    +1 hp of damage per sneak attack die.
    Street Tough (Ex): You are proficient
    in all martial weapons.

    Sacrificial Blow (Ex): Once per day
    you may add half your sneak attack dice as
    damage (minimum +1d6) to a melee attack
    that does not normally qualify to be a sneak
    attack. Doing this leaves you exposed (as you
    reach to strike a foe’s vulnerable zones despite
    his guard being up), and you provoke attacks
    of opportunity from threatening creatures.
    You may do this twice per day at 8th level,
    and three times per day at 16th level.



    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?

    Any. Race Builder 15RP is allowed.

    9. By what method should Players generate their attributes/ability scores and Hit Points?

    - 3 Sets of 4d6b3 or if you hate your rolls you can grab a 30pb
    Don't use a 3rd Party Dice Roller. Regardless of your results, these rolls will not be counted.

    HP is max first level. Subsequent HP is rolled, if below half take average rounded up (ie: 1d10 = 5.5)
    No partial progression of Saves/BAB. Highest of class applies. (Indeed, this means Wiz/Fighter = full BAB progression) Though you should establish your concept/focus and build into that as much as possible. A half decent martial, and half decent caster is typically not as useful filling either position versus the dedicated martial or caster. This also leads to overlap between characters, and I'm aiming to mitigate that as much as possible.

    Feel free to sink stats, but know that can cripple your defenses, as saves and ability score damage will become a very threatening issue. Be aware, there are plenty of dangerous 'save or suck' threats, be it from the environment or hostile creatures. So proceed with trashing your saves at your own discretion.

    10. Does your game use alignment? What are your restrictions, if so?
    Yes, yes it does.
    No evil, unless you have a very convincing back story.

    11. Do you allow multi-classing, or have any particular rules in regards to it?

    Multi-Classing is cool. I don't really care if you want to dip 1 level into 6 classes. Just keep in mind, you will need to keep your PC functioning and this adventure ranges from levels 6 - 20, providing quick leveling rates, but considerable challenges. PrC's can be run off either side of the PC's Gestalt as long as it meets the prerequisites on the side of your Gestalt taking the PrC - advancement to meet prerequisites is not counted across both sides of your Gestalt.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?

    Forum roller, will roll forced saves, etc. Otherwise players will post their own rolls using the forum roller.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.

    1.) Perception is now a Class Skill for all classes. All Divine and Arcane casters gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana. This bonus stacks with both sides of your Gestalt. K:Arcana is used to identify Primal Magic events, and Spellcraft Checks are made in attempt to 'stabilize' their magic while casting or using magic devices while under dire circumstances due to a primal event, spellscars or spellblight effects.

    2) Paragon Surge is banned, and the Psionic Reformation power may not be augmented.

    3) The Power Attack, Deadly Aim, Weapon Finesse, & Improved Unarmed Strike feats are freely available to any character that meets prerequisites, without consuming a feat slot. The Point-Blank Shot and Precise Shot are now a single feat. Slashing Grace and Deadly Agility are now also a single feat. Dodge has been removed as requirement for any feat. (Must Still List On Sheet)

    4) Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged

    5) Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.

    6) The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met

    7) Similarly, the Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.

    8) All characters gain 2 Skill Unlocks for two skills of their choice at level 5, a second at 10, and a third at 15 - Unchained

    9) Crafting: The amount of progress made towards crafting an item, be it via the crafting skill or magical item creation is now equal to 50 times your crafting check, in gold, each day. Mundane crafters no longer require the Master Craftsman or any of the Create Magic Item feats, although they must still follow their rules and have a minimum amount of ranks in said skill to start crafting. Classes that grant Craft () as a class skill now grant a maximum of two crafts. Further crafts may be gained as class skills via traits or multiclassing. Mundane crafters may attempt a Spellcraft check (DC 15+spell level) to replicate a spell for crafting purposes, although their amount of ranks in the Craft skill must match the minimum caster level to cast said spell.

    The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question. Metalworking does not grant the ability to craft any objects which would be covered by specific craft types, such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.

    SKILL LIST:

    Carpentry
    Siege engine
    Jewelry
    Calligraphy
    Traps
    Leather
    Bows
    Fletching
    Clothing
    Armor
    Ships
    Books
    Alchemy
    Pottery
    Weapons
    Art
    Stonemasonry
    Locks
    Gunsmithing
    Metalworking
    (Technological) Pharmaceutical
    (Technological) Cybertech
    Technological Arms & Armor
    Technological Item

    10) In addition, Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be bought/crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 5, 10, or 15 ranks in their respective craft to be created. This prerequisite may not be bypassed.

    11) The Nightguard Paladin Archetype (DSP Lords of the Night) now stacks with the Sacred Servant Archetype.

    12) Prestige classes that grant no Spellcasting/Manifesting may be given PrC maneuver progression on request, up to DM’s discretion.

    13) The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.

    14) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side and such, Spellcraft works for both sides. K: Arcana and K:Psionics are different, however.

    15) Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition

    16) All base classes that aren't int-based casters or manifesters and gain 2+Int skill ranks per level gain 4+Int instead.

    17) Evil-aligned Knight Chandler Mystics are allowed. You may choose from two variant fluff pieces:
    -Evil Knight Chandlers forcefully bind a spirit of good and drain its powers to help their dark allies. (Think Blood Elf Paladins during The Burning Crusade WoW)
    -Evil Knight Chandlers instead carry a growing shadow, that inflicts despair upon those pure of heart, while bolstering the might of their twisted allies. (Very much like PF creatures with the Graveknight template)

    18) 3.5 MIC is allowed for approved items. For crafting purposes, any XP required for crafting is replaced for 5 gold per xp point.
    ***************************

    Expanded Houserules:

    Non-Lethal Damage: Good news. It won't kill you. Even if you take an absurd amount of it. Sure, if you get whacked in the head by Player009's Earth Breaker for 200 damage, you would proooobably, be done. Regardless of it being 'non-lethal'. Instead, thanks to the power of fairy dust and unicorn tears, you won't die. Unfortunately, you still will be knocked the hell out, for a very... very long time, until that damage is healed.

    Healing: - Yeah, that looks like it hurts... a lot, and the Cleric is KO'ed. But great news! You will now heal to 0, no not 'From 0' - 'To 0'. Meaning, Cherry The Cleric is KO'ed and at -9 HP and unstable. Tim the Warpriest doesn't want to burn his CLW and instead tosses Cherry some cheap cantrip like Virtue (Assuming it was not granting 1 Temp HP, and healing 1 point of HP) and now she is unconscious with 0 Hit Points and stable. Being able to patch up your team quickly will benefit your group and get your battle-buddies back where they belong - In the fight!

    I Wish I Could Have Done Something: Yeah, we all know out of combat - time can be a little different, however, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on-fire after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary, which will then be resolved as things happen. - I love long posts, but just don't get too far ahead of yourself and assume that all actions taken will not be responded to by your fellow players. (This is specifically in regard to reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason.)

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Yes. You are a resurrected hero from same age recently past or from ancient times. The god Amaznen, defender of Golarion who was said to have died shielding the world from the remains of the Starstone has called upon you to stand with The Pathfinders to face a great threat. While the general history of this new world floods into you, it is strange an alien.

    What is your history, hero? Where you a simple drunken bard more famed for his inebriated rants then his song? A madly powerful mage killed within your own ungodly powered fireball? Or perhaps a valiant warrior from across the seas. You could very well have been a merchant who died on recently, the choice is yours. But now, be it for the world or yourself, you might fight.


    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    Heavy RP, Mystery/Intrigue, Puzzles, Chase Scenes, Kingdom building, Killing things! And 42 grams of Transdimensional Omnicide.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    Refer to #7






  20. - Top - End - #20
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    Default Re: Pale Departure: That Which Whispers OOC

    A Test of CotCT




    Level 3

    WBL 3k
    No Pre-game crafting

    Technological Equipment - Can Only be discovered


    Sources:
    Paizo - Core
    Firearm Level - Early


    No 3PP
    No Race Builder
    No Templates

    Alteration/Swaps with GM approval

    15 PB


    2 Hirelings max




    Leonardo SHEET
    Last edited by Mornings; 2016-07-17 at 11:19 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Heka (Ex): Beginning at 1st level, a heka magi utlizes heka, an ancient art that has allowed spellcasters over the millenia to attain near-transcendence in her arcane power. However, the intense study of the heka magi slows her study of other schools of magic and must select the Evocation school and one other school as her opposition schools. In addition, she may use her Intelligence modifier in place of her Charisma modifier for any Use Magic Device skill checks on items utilizing arcane spells.

    At 1st level and every even level thereafter, a heka magi may select a single witch’s hex, and use it as a witch equal to her heka magi level. Alternatively, a heka magi may select a single spell in her spell book. Each time a heka magi chooses a spell from her spellbook, she can, from that point on, prepare that spell without referring to her spellbook. She also gains a +1 bonus to her caster level whenever she casts that spell. In addition, a heka magi can spontaneously cast any spell she has chosen for heka by sacrificing 1 hit point per level of the spell, and a single spell of the same level or higher from their prepared spells.

    A heka magi cannot select the same spell multiple times as a heka spell. All heka, including hexes or spells, are recorded in the heka magi’s spellbook. This ability replaces arcane school and bonus feats.

    1st, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 - Heka Progression





    Dimensional Pool (Su): At 1st level, a dimensional warrior gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and cast dimensional magic. This arcane pool has a number of points equal to his 1/2 dimensional warrior level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

    At 1st level, a magus can expend 1 point from his arcane pool as a swift action to dimensional shift (teleport) to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. A dimensional warrior must be able to see the space that he is moving into. A dimensional warrior cannot take other creatures with him when he uses this ability. A dimensional warrior can move 10 feet for every two dimensional warrior levels he possesses (minimum 10 feet). This ability counts as dimension door for the purpose of qualifying for feats. This ability only functions when he is wearing light armor, medium armor, or no armor, and carrying a light load.

    At 2nd level, by expending 1 point from his dimensional pool, a dimensional warrior can do one of the following:

    Force an opponent to make a successful Perception check (DC 10 + 1/2 the dimensional warrior’s level + his Intelligence modifier) as an immediate action, or provoke an attack of opportunity from the dimensional warrior. The dimensional warrior must have appeared adjacent to the opponent through the use of dimensional shift (or dimension door). This attack of opportunity counts against those granted by the Combat Reflexes feat. The point expended for this ability is in addition to the point(s) expended to dimensional shift or cast dimension door.
    Gain a +4 bonus on a single Reflex save as an immediate action.
    Become insubstantial for 1 round. All melee or ranged attacks made against the dimensional warrior has a 20% miss chance. At 7th level and every five levels thereafter, this miss chance increases by 10%, up to 50% at 17th level.

    A dimensional warrior can only have one use of his dimensional pool active at a time. If this ability is used again, the current use immediately ends. This ability replaces the bonus feat gained at 1st level and bravery.




    Third Eye (Su): A witch can determine if an action taken by a specific creature in the next 10 seconds (1 round) will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per witch level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the third eye hex succeeds, you determine if the action is a boon (if the action will probably bring good results), bane (for bad results), boon and bane (for both), or nothing (for actions that don’t have especially good or bad results). If the hex fails, you get the “nothing” result. A witch who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful third eye hex. The result of a third eye hex does not take into account the long-term consequences of a contemplated action. Once a creature’s actions have been the subject of a third eye hex, it cannot be the subject of the hex again for 24 hours.
    Last edited by Mornings; 2016-07-19 at 06:30 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

    The Traits:

    Destined For Greatness (Absalom)
    Kit with 300gp worth of consumable items. Kit is restored when entering a major populated city

    Signature Moves
    Free item worth 900gp, must be of MWK quality



    Sigil of Tarnished Sin - Blessing of The Deathless Rider
    Aura:Strong Evocation and Alteration CL: 5th Weight: 0.5 lbs.; Price: 150gp

    An ancient parchment from the annals of a great Thassalonian Evoker. Though the original tome from which this page was stolen has been lost to the ages, the remains have been fashioned into powerful scrolls of strange Sin Magic. Each scroll scattered throughout Golarion holds one of the Sigils of Tarnished Sin, words of power withholding the magics of strange entities from beyond time.

    This item functions as a standard scroll, however its contents contain only an esoteric cryptogram within a large circle. Many strange symbol fill this circle but none are ineligible. Using the Read Magic spell reveals nothing of the contents of this scroll, and Spellcraft and Knowledge (Arcana) only reveal hints of its ancient origin and nothing more.

    This scroll can only be activated by a creature with at least a single level in the Talented Ranger class, however this item provides no hint at such a requirement. Additionally this item cannot be activated by Use Magic Device, but requires the character to succeed a DC20 Ride Check while attempting to read this document. The creature must be mounted and actively riding another creature of one size category larger for this Ride Check to be attempted. Upon success, a creature with the applicable Class Levels may cast this spell as they are granted miraculous understanding of its contents. Repeated Ride Checks may be attempted, however upon rolling a natural 1, the rider critically fails and is thrown from their mount with no acrobatics check permitted. The rider takes damage normally from this fall and the scroll becomes dormant for 24 hours. After this period the rider may attempt to activate this scroll again.

    Casting this spell is a Standard Action which provokes normally. If the caster is hit, they must attempt a Concentration Check or the spell is lost and the scroll is wasted. Upon a successful cast, the rider is granted a +4 Enchantment Bonus to their Armor Class. This bonus has a duration of 2 Hours and stacks with other Enchantment Bonuses, including itself.


    CONSTRUCTION REQUIREMENTS

    Scribe Scroll, Contingent Scroll, Mage Armor, 50gp




    Sigil of Tarnished Sin - Blessing of Soulless Undeath
    Aura:Strong Evocation and Necromancy CL: 6th Weight: 0.5 lbs.; Price: 180gp

    An ancient parchment from the annals of a great Thassalonian Evoker. Though the original tome from which this page was stolen has been lost to the ages, the remains have been fashioned into powerful scrolls of strange Sin Magic. Each scroll scattered throughout Golarion holds one of the Sigils of Tarnished Sin, words of power withholding the magics of strange entities from beyond time.

    This item functions as a standard scroll, however its contents contain only an esoteric cryptogram within a large circle. Many strange symbol fill this circle but none are ineligible. Using the Read Magic spell reveals nothing of the contents of this scroll, and Spellcraft and Knowledge (Arcana) only reveal hints of its ancient origin and nothing more.

    This scroll can only be activated by a creature with at least a single level in the Talented Ranger class, however this item provides no hint at such a requirement. Additionally this item cannot be activated by Use Magic Device, but requires the character to succeed a DC20 Ride Check while attempting to read this document. The creature must be mounted and actively riding another creature of one size category larger for this Ride Check to be attempted. Upon success, a creature with the applicable Class Levels may cast this spell as they are granted miraculous understanding of its contents. Repeated Ride Checks may be attempted, however upon rolling a natural 1, the rider critically fails and is thrown from their mount with no acrobatics check permitted. The rider takes damage normally from this fall and the scroll becomes dormant for 24 hours. After this period the rider may attempt to activate this scroll again.

    Casting this spell is a Standard Action which provokes normally. If the caster is hit, they must attempt a Concentration Check or the spell is lost and the scroll is wasted. Upon a successful cast, the rider is granted 1d10+2 Temporary Hit Points with a duration of 6 hours. These Hit Points otherwise function as normal Hit Points, mending damage while the spell is in effect but being calculated as a separate pool. These Hit Points must be depleted before the rider's own Hit Points can be reduced, upon this spell's completion any temporary hit points generated by its respective scroll activation is removed. Any subsequent effects that follow from low or negative Hit Points effects the rider immediately. These Temporary Hit Points stack with Temporary Hit Points from other sources, including itself.


    CONSTRUCTION REQUIREMENTS

    Scribe Scroll, Contingent Scroll, False Life, 60gp





    Leonardo (Nature's Guardian - Holy Ranger) - Adult (31)
    http://www.myth-weavers.com/sheet.html#id=883722
    http://www.myth-weavers.com/sheet.html#id=883691




    Melissa Trance (Aka: Melissa Alery) - Child
    http://www.myth-weavers.com/sheet.html#id=611862

    Spoiler: Roslen Alery
    Show
    Local (21) - Lady Roslen Alery, daughter of Lord Alery master of the Foreign Ministry of the High Court. She recognized the women's face instantly. She knew of her, because she had been lost... 'abducted' so they said, by highwaymen some years ago. They demanded an insane ransom for her return. It cost the Lord nearly all of his personal wealth. He sold his property and paid the criminals their money... however, in exchange he received only her body. The leader, clawed and scarred said she'd resisted them and tried to escape, so they put her to the sword. Lord Alery, devastated by his loss, vanished from the public eye for years. It was only until recently he had reemerged to the public once more, holding both his former title and being instated as High-Judge Alery. He vowed to see criminals like those that had slain his daughter brought to justice, that no one need know the pain and suffering he had endured... the act had created a stone man. A hard man. With freezing eyes, and a calm transparent temperament, that levied the weight of the law with complete lifeless and un-endearing disquieting silent ferocity. He was a man feared by any man on the wrong side of the law, and the story... this women's face... had both become quite famous.... how was she here now?





    Asialia Kyung Hee (Witch - False Champion of Iomodae) - Adult
    http://www.myth-weavers.com/sheet.html#id=872141




    Kasumi Goto (Master Thief) - Child
    http://www.myth-weavers.com/sheet.html#id=872047


    Last edited by Mornings; 2016-07-28 at 12:56 AM.

  23. - Top - End - #23
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    Default Re: Pale Departure: That Which Whispers OOC

    Temporal Halt (24th Level Spells)
    Abjuration, Conjuration
    Range: Long (400 ft + 40 ft/Level)
    Duration: Instantaneous
    Casting Time: One Standard Action
    Saving Throw: Ref negates
    Spell Resistance: No

    The target simply stops in time, permanently left in the past. From the point of view of everyone else, he, she, or it simply vanishes totally. Countering this spell requires that someone (presumably a powerful spellcaster) know when and where Temporal Halt was cast, on whom or what, and then must find a way to cast a spell into the past. Obviously, this won’t happen very often



    Shadow Assassin Class


    INT TO HP
    Scholar's Stamina - https://www.d20pfsrd.com/feats/3rd-p...lar-s-stamina/


    NONLETHAL BUILD/DEMORALIZE

    Enforcer
    Blade of Mercy
    Hurtful
    Fates favored
    Inquisitor
    Sacred Tattoo
    Memorable
    Demoralizing Presence
    Bullying Blow
    Hero’s Display (Combat, Performance)
    Soulless Gaze (Damnation)
    Fearsome Finish (Combat)
    Intimidating Prowess (Combat)
    Warning Shot (Combat)
    Explosive Personality
    Intimidating Shot [Psionic]
    Duelist's Taunt (Combat)
    Martial Dominance (Combat)


    Sword as a Shield

    RAGE BARD
    Berserker's Cry (Local)
    Sound and Fury
    Thunder and Roar
    Dance of Ether
    Dance of Shadows and Mystery
    Enduring Performer
    Flame Song
    Vengeful Strike (Combat)
    Dance of Ruin (Combat)
    Dance of Death (Combat)
    (Dex Rage) - Furious Reflexes
    Immediate Strike
    Musical Mystic
    Musical SpellFuel
    Point-Blank Spells
    Prodigy (Background)
    Silly Dance Song***
    Song of Beasts
    Song of Supreme Invigoration
    Song of the Shark**
    Strength of the Stag*
    Focused Attack**
    Courageous Shout***
    Vengeful*
    Signature Weapon***

    (Paizo) Know Weakness



    RANGED FEATS
    Dead Shot
    Dark Fog Shot
    Dimensional Shot
    Dirty Magical Shot
    Dirty Shot
    Enchant Arrow
    Enthralling Shot
    Startling Sniper (Combat)
    Guiding Shot
    Instinctive Shot
    Improved Seeker Arrow
    Many Attack Arrows
    Many Magic Missiles
    Necrotic Arrow
    Overpenetrate
    Perfect Shot
    Pinpoint Accuracy
    Piercing Arrows
    Power Shot*
    Ranged Trip
    Ranged Damage Master
    Reflexive Shot
    Return Arrow*
    Silencing Shot
    Sundering Shot
    Suppressive Fire*
    Triple Strike
    Zephyr Shot
    Focused Attack**
    Defensive Shot*
    Deadly Accuracy
    Impassive Aim*
    Combat Archery
    Agile Defense
    Mighty Draw*
    Nonlethal Force
    Master Sniper
    Signature Weapon***
    Wealth
    Ranged Trip
    Ace Disarm
    Exceptional Pull
    Simple Magic***

    Grim Determination**

    Escape of Opportunity
    Immobilizing Shot*
    Surprise Shot*
    Armor Piercing Shot*
    Arrow Trip***
    Arrow Stab
    Deadly Draw
    Dead Shot
    Continual Elemental Sting
    Critical Arrow Storm
    Critical Aim
    Charm Arrow
    Binding Shot*
    Arrows of Acid
    Archers Coup de grace
    Double Nock****
    Opportunity Shot***
    Momentum Shot
    Ranged Throat Threat
    Ranged Flank



    Stealing
    False Blow
    Feign Death
    Double Bluff
    Fortunate One
    Powerful Throwing


    Casting
    Dark Tome
    Extra Spells Known


    Loremaster
    Know their weak spots




    Tanking
    Interference
    Monstrous Physique
    Practiced Swordsman
    Short Blade Warrior
    Armor Focus
    Focused Strike
    Powerful Throwing***
    Shadowy Dodge
    Shadow Dodge***


    Reckless Rage - second PA
    Nightmare Fist - dmg bonus unarmed atk

    CAT CLASSES & PRC
    http://www.minmaxboards.com/index.php?board=65.0



    HIDDEN PRESENCE [GENERAL] Your unliving body makes no sounds, and has no scent. Prerequisite: No Constitution score. Benefit: Your body makes no natural sounds (though you can speak if you normally could), giving you a +10 bonus to Move Silently checks. Further, you do not produce any scent, making you undetectable to the Scent ability. You cannot be tracked by smell. You cannot take this feat if you have an sound- or odorrelated ability that you cannot deactivate (such as a ghast’s stench ability).

    OPPORTUNISTIC TACTICIAN [GENERAL]
    You are able to use your opponent's missteps to reposition
    yourself to your advantage.
    Prerequisite: Combat Reflexes, Dodge, Mobility.
    Benefit: You may make a free 5-foot step after making an
    attack of opportunity (as long as you can actually make a 5-
    foot step).
    Special: A fighter may select Opportunistic Tactician as
    one of his fighter bonus feats.
    Suggested Class/Race: Rogue
    Dragon Magazine #: 340 (Class Acts – Opportunists)

    Complete Advanced Feats, Kobold Press
    "Giant Step
    Your long legs allow you to take longer steps. Prerequisite: Natural reach of 10 ft. or longer Benefit: Whenever you could normally take a 5 ft. step, you may instead move a distance equal to your natural reach, without provoking attacks of opportunity. You still cannot move through the squares of other creatures, unless the size difference is great enough to allow you to occupy the same space. Nor can you move farther than your speed in this way"

    Spoiler: extra
    Show


    I'd recommend Toxophilite Ranger / Sentinel of Erastil. Take the Ranged Disarm and/or Ranged Trip feats. You could dip three levels of Archer Fighter to get a Ranged Sunder ability as well.
    Normally, I'd suggest that an archer ranger should have a high strength and mediocre Dex for the damage, but given the way that the Ranged Disarm and Ranged Trip feats are written, you'll have to stick with Dex as your primary stat.
    Here's what I'd be going for for 15th level: Toxophilite 6 / Archer 3 / Sentinel 6 Start off with the Deadeye Bowman and another trait of your choice, so that you can ignore soft cover from one creature.
    Be a human. You really need the feat. Archery is feat intensive to begin with, and adding in maneuver feats just exacerbates the issue.
    For a 15 point buy, I'd go 14/15/12/10/12/9 before racial modifiers. Con's low, so you need to stay away from the enemies; you need to have a couple points of Wisdom so you can actually cast gravity bow once in a while. Dex is how you hit things (and how you trip / disarm them), but you still need Strength for damage and for Sunders. You could dump Int, or go lower on Cha, but losing skill points and playing as an offensive moron isn't fun for very long.
    Toxophilite Ranger
    1: PBS, Precise Shot
    2: Rapid Shot
    3: Deadly Aim
    5: Ranged Disarm / Trip (pick one)
    6: IPS
    Now Archer Fighter for three levels)
    7: Manyshot, Snap Shot
    8: Combat Reflexes
    9: Deific Obedience (requirement for the prestige class; the bonuses are worth it)
    Begin Sentinel at Level 10 (you're mostly interested in the sacred bonuses to atk/dam, but the other class features are all nice as well)
    11: Trick Shooter, Ranged Trip / Disarm (pick the other)
    13: Weapon Focus
    15: Weapon Spec
    Going from there, you want Point Blank Master (which is why you bothered with Focus and Spec), Improved Snap Shot, and maybe Greater Snap Shot, but those would be the last three feats you'll get by the time you reach 20. You can of course move some of these feats around as well.



    Spoiler: 3.5 Petrification
    Show

    Here's your combo.
    Petrify.
    Rock to mud.
    Purify water. (Mud is dirty water)
    Drink water.

    Breaking the petrified person then doing Stone to Flesh results in a corpse. But with this method, they never actually died. So they can't be brought back from the dead. (Important for recurring villains) They also can't be targeted in any way, so they can't be restored back to normal either.

    Cleric is dieing at -8HP. Wizard has no ranks in heal and no healers kit. So he casts drown. Player starts drowning, and his health goes to 0; next round he'll be dead. But at 0 health, he can take an action like using a healing item.


    IMPROVISED WEAPON
    TRAIT Fight for Liberty
    Last edited by Mornings; 2019-10-24 at 07:59 PM.

  24. - Top - End - #24
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    Default Re: Pale Departure: That Which Whispers OOC

    [SPOILER=4th Guards Kantemirovskaya Tank Division]

    The 4th Kantemir Division, led by Major Alexander Vasilyevich Suvorov, Sergeant Abram Zhukov, and Alexi Sidorenko, the achievements of The 4th are renowned throughout Golarion. Not only for their drinking, but for their sheer insanity when pressed in combat. Having fought in a World War, battled across multiple planets and spirited away across the galaxy, nothing can surprise the brave men and women of The 4th Division. Out-gunning, out-drinking, and out-screaming their enemies beneath a hail of burning lead - and when that wasn't enough. They brought out the heavy armor. With full access to the resources gathered together by Major Suvorov The 4th Kantemir Division displayed no semblance of restraint. Mounting SU-100Y 152mm SPG ordinance and other weapons of cacophonous destruction on massive metal chariots of roaring death, the 4th Division's reputation as madmen is well earned. With unprecedented destructive force, they annihilated those enemies which allied themselves with the mysterious Terminus. Working closely with DEVIL MAKER and The Palatine Council, they fight for the future of Golarion and to secure a way home.


    [Soldier of The Union]

    Prerequisites:
    Subtype: Russian / No additional Type/Subtype
    Race: Human
    Alignment: Any Lawful

    As a Soviet soldier under the command of Major Suvorov you've seen a great deal of strange things in this world, and you expect you'll see many more. Wielding an array of weapons and armament, you are a fine example of a soldier. Fighting for honor and country - or simply the chance to find your way home, you stand against the strange forces that be to contest Terminus and complete your mission. Your life would have ended in The Battle of Voronezh, and now a debt was owed to the one who saved you - DEVIL MAKER. Your future, and perhaps even your past rested within his cold lifeless hands, and if you were to have any hope of seeing your home again, Terminus had to be stopped.


    No Habla Shoanti (Ex)
    You're not from this world, you have no idea how these people speak - or their traditions. But with dedicated effort, you can learn. You do not begin speaking common, and instead begin play speaking Russian. With a high intelligence you may learn Taldane (Common), Hallit, Tian, Thassalonian, Kelish, Shoanti, Skald, Varisian, Azlanti. Additionally you suffer a -4 Penalty to all Knowledge Checks.


    Boundless Courage (Ex)
    You've seen the kind of horror and brutality the people of this world cannot begin to fathom. Undead may walk this planet, but corpses are pilled by the millions where you've been. No specter or faceless skeleton can shake your resolve or match the nightmares which plague your dreams. You are Immune to all fear effects, and your Sanity, Sanity Threshold and Sanity Edge are considered 5 higher due to your natural affinity with the nightmarish and unspeakable horrors of the universe.


    A Taste of Home (Ex)
    You, like many of your friends have taken a habit of carrying a few drinks with you. With battle after battle, fight after fight, with no end in the foreseeable future, the warmth of strong liquor steadies the nerves and hand. The Commander doesn't seem to mind, looking the other way when his men take a shot in the middle of the battle. You begin play with 5 servings of Vodka (Oldlaw Whiskey) in a 1/2 lbs steel flask. These servings are restored when returning to a 4th Kantemir Division Outpost or supplied encampment. When you consume 100gp worth of liquor (1 serving of Vodka/Oldlaw Whiskey) you receive a +2 Circumstance Bonus to Attack Rolls while using Firearms, additionally the penalty for firing beyond the first range increment is reduced by 1 (to a minimum of 0). This bonus lasts for 10 minutes. If this bonus is granted a number of times per day equal to or exceeding the soldier's Hit Die they must succeed a DC15 Fortitude Save. This DC increases by 2 for each additional drink beyond the last which exceeded this number. Upon failure the soldier is Sickened for 1 hour. If the soldier fails the save again while Sickened they become Nauseated for 1d8 Rounds.


    Arms of War (Ex)
    Firearms are the weapons of your world, and you are exceptionally proficient in their employment. You are proficient with all Early, Advanced, Modern and Neo-Modern Firearms. You gain Weapon Focus (Firearms) as a bonus feat, which applies to all Firearms of the listed types. Additionally, you may craft Firearms from any the listed categories, or purchase them. You may purchase any non-firearm Modern Weapons to include; Semtex, Thermite Grenades and Tear Gas, but these weapons cannot be crafted. Due to your exceptional accuracy, you add 1.5x your Dexterity Modifier when determining your additional damage while wielding a firearm. Only 4th Kantemir Division soldiers can purchase or gain proficiency with weapons beyond Early Firearms.


    Rumbrave (Ex)
    Sometimes soldiers in the 4th Division exhibit feats of super-human skill while caught in a drunken battle frenzy. You yourself have experienced such strange war-crazed moments of blind fervor, wading into the enemy and engaging in reckless encounters. While under the beneficial effects of A Taste of Home (Ex) you may choose to activate this ability. When targeted by a melee attack from a hostile creature, you may choose to expended an Attack of Opportunity to make an opposed attack roll. This roll is not targeting the creature, and must exceed the attack roll of the targeted attack. If your attack roll exceeds the opposed attack it is negated and you receive 1 point of Rumbrave as you fire your weapon and deflect the attack with a bullet. These points last for 1 minute and are expended at the end of an encounter or if the effects of A Taste of Home are lost, whichever is first. These points may be spent on the following actions when wielding a firearm:

    - (Come and Get Me): You may make an additional Move Action, but must pass through at least one threatened space. This movement provokes attack and grants each attacking enemy a +4 Circumstance Bonus to their attack and damage rolls against you. However, you may make an attack against each attacking creature before it's Attack of Opportunity may be taken. If a creature receives more than one Attack of Opportunity against you, you may make an attack before each individual provocation. Attacks made by you receive a +2 Circumstance Bonus to Attack and Damage Rolls. This ability costs 1 point of Rumbrave

    - (Reckless Abandon): You unload shot after shot directly into your enemy with reckless abandon at point-blank range in rapid succession. You gain an additional attack when making a Full-Round Attack. These attacks must be performed directly adjacent to your target, and does not provoke attack, however these attacks receive a -2 Penalty on all attack rolls. This ability costs 2 points of Rumbrave.

    - (Up Close and Personal): You may make a non-touch attack roll against the target as an Immediate Action. Upon success you slam your weapon into the target's face or body, pistol whipping the enemy, or striking with the stock of your weapon. The enemy falls prone from the staggering blow suffering 1d6 (Small), 1d8 (Medium), 1d10 (Large) points of Bludgeoning Damage based on the weapon's size. The target effected by this ability receives a -4 Penalty to its AC against ranged attacks made against it within 20ft while prone. Additionally it provokes attack from you while standing if within the first range increment of your firearm. This ability costs 2 points of Rumbrave.

    - (Let God Decide): In the ultimate act of madness, you remove all but a single round of ammunition from your weapon, chamber it and place the barrel in your own mouth. Closing your eyes, you pull the trigger... You may make a Full Round Action to activate this ability, in doing so you remove all but one piece of ammunition from your weapon and play a modified game of Russian Roulette. Using any firearm, you place the barrel in your mouth and pull the trigger. Call High or Low, and roll 1d100. Upon successfully calling the winning half of the roll High (51-100) or Low (1-50) the rifle jams, or the pistol clicks on an empty chamber, or similar event. Upon failure, the weapon goes off in your mouth confirming a Critical Hit against yourself. This self-inflicted attack always deals maximum damage. If you called the winning roll, you may make an attack against an adjacent creature, slamming the weapon into the enemy's mouth and pulling the trigger. You receive a +6 Circumstance Bonus to this Attack Roll. If the attack fails to 'hit' it instead causes the weapon to jam or otherwise misfire in theme and another round of Roulette may be played the following round at no cost of Rumbrave. If the attack is successful, the weapon goes off, confirming a Critical Hit against the enemy and dealing maximum damage. This ability can only be used after making two or more Fortitude Saves against A Taste of Home, and may only be activated once during a single instance of A Taste of Home. This ability costs 4 points of Rumbrave.
    Last edited by Mornings; 2017-12-17 at 09:05 PM.

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    Default Re: Pale Departure: That Which Whispers OOC

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    Spoiler: Lisren Story 4
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    The martial prowess of Lisren represents the culmination of his efforts and experiences over turbulent years. Receiving his formal education and training in various arms at The Endrin Military Academy, he distinguished himself through his valor and skill with light blades. Yet, his promising military career came to a sudden and unexpected end due to unforeseen events. After hard years upon the street fending for himself, a plague and thread of fortune would find him out upon the Cinderlands where he would be reunited with his biological mother - Rjtali Dancing-Thunder. From her he would adapt the fiery martial teachings of the Sklar-Quah to his own methodology before retuning to the streets of his city. Years of bloody work for the Sczarni as a Duster eventually left him with an estranged and violent bastardized form of Sable Knife-Fighting. The lessons of close-quarters combat, replaced with something brutal, yet refined - capable of great efficiency at range and in melee. Using only a single dagger and open-hand, minor influences of more traditional swordsmenship are distantly reflected in the unusual style.

    Character Sheet




    Personality

    Lisren comes across as a collected young-man despite his juvenile appearance. Often grinning to himself when faced with a situation that is dire, or he does not understand. Falling back into a habit of appearing confident in the times that is most untrue. While coming across as callous to most people, those who know him are well aware of the internal struggles he faces and his inability to empathize with most people. Though he has no love for the law, and has rarely ever followed the laws of any civil-state as a professinal criminal, he never strays from his own personal code and those things he believes are correct. He often refuses to speak of his true occupation and the bloody things he has done upon the streets of Korvosa, though with enough time around the young-man one might begin to put together the pieces. He shows immense pride in the goodly works of his friends and companions which so greatly contrast his own past pursuits. Having dedicated himself to the protection of those important to him, he falls back into the mechanical and calculating mentality of the visceral killer he has become when they are threatened. Yet he rarely if ever looses himself to his lesser persona which Marlessa had indoctrinated him into when threatened himself. His fondness for fine cigars more often than not catches strangers off-guard, due to his near child-like appearance.




    Description

    A short young man with the appearance of a boy. He wears a long scarf over his lower face and has large goggles hanging from his neck. Two finely forged daggers hang on either-side of his waist though they are without true hilts - only sparse braided leather covers the exposed tangs of the blades. The long knives appear to be his only weapons. The vest and heavy duster he dons drapes down past his lower-back concealing the leather bands that hold an assortment of various knives and daggers. Woven into his attire are many pouches and hidden pockets where he stores a number of other items of his trade. To all but the keenest of eyes, Lisren appears as a rough-and-ready courier with messenger-bag on hand. The nature of his violent and stained occupation is lost upon most - the scars upon his arms, and the gnarled callouses upon his hands are covered over with thick gloves and the oversized sleeves of his garments. Only the quiet steely tone in his eyes truly betray the brutality which still plagues his memories and thoughts.





    History

    Thought to have been born, Lisren J. Jeggare. The young boy was allowed to bare the Jeggare name despite his obvious Shoanti heritage as the adopted son of Mercival Jeggare, who would come to raise the child at arms length. His father figure came in the form of the swordsmaster Vencarlo Orisini. Raised to stories of legendary fighters like Master Raneiro, Blackjack, and even Orisini's own youthful deeds of panache and daring, he took an immediate interest in classical swordsmenship. Displaying uncanny grace and agility, Vencarlo recommended Mercival to allow the child to practice the arts of the sword at The Orisini Academy in his leisure. With fervent dedication the young boy refined his use of the foil to an artful practice which was a pleasure to behold - not a practical display, but a courtly and elegant ballet of grace and swiftness of a fine sportsman. Pleased with his handiwork and the results of the quickly growing boy, he sought to formally accept Lisren into the Orisini Academy in an effort to produce what may have potentially been the beginnings of one of the finest swordsmen he would have the pleasure of grooming. That goal would never come to fruition. Lisren had never had much value to the Jeggare House before, but with the discover and development of his martial skill the potential for a true asset had started to manifest. He flatly denied Vencarlo's request having already resolved to have the boy attend The Endrin Military Academy the following year when he came of age. The Jeggare had always held close ties with The Sable Company, not to include the fact they were the organization's chief financial backer. The boy served as the potential to help bridge that gap and strengthen their investment - nor was it entirely unfavorable to his son. He would receive a formal military education in addition to being taught many skills and feats of martial combat. With no complaint from the boy himself, Mercival sent word to Marcus Thalassinus Endrin to sponsor his son - Though disappointed with the decision Orisini could not deny that the young Jeggare would make a fine Marine for the Sable Company. So it was in AR 4707 Lisren left for his training at the Endrin Academy.

    The elite school was most notable for training young Marines to ride the iconic feathered beasts of the Company - the hippogriff. Yet, far more than that went into the training of the fine soldiers which the academy produced. Lessons of military strategy, history and physical training were provided in a rigorously structured regimen. Lisren invested himself fully in





    Last edited by Mornings; 2016-12-03 at 05:02 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Count Neska
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    -------bookmarks

    Count Aericnein Neska of Barstoi

    The unquestionable lord of Barstoi. An intelligent and charming man employing kindness in word, while ruling with a ruthless iron-fist. A calculating and shrewd man by nature, his pleasant and calm demeanor often catch strangers off-guard who are familiar with the bloody rumors surrounding his reign. While not turning to torment his people but solidify his standing within The Furrows, he absolutely refuses to have his position and power questioned. Punishing such words and deed as a capital offense. Caught within the endless struggle of The War Without Rival with his sister nations, the very thought of looking weak within the eyes of his subject is an unforgivable act. The cease-fire agreed to in light of recent events has done nothing to diminish his aspirations, and the summons by The Palatine Council has presented him an opportunity he eagerly binds himself to. Taking envious note of the accomplishments of The Shoanti Queen in the west, he dedicates much of his time and efforts providing support and aid to The Council to enrich his relationships and create added value to their ongoing arrangements. The support of House Neska has proved so pivotal in recent years, Count Neska has been allowed representation within The Palatine Council providing him the opportunity he so desperately craves. An effort to make powerful friends who might turn the tide of the stalemate in Barstoi's favor and cement his reign in The Furrows.


    [Lord of Woe]

    Prerequisites:
    Subtype:
    None of the following Types:
    Construct | Dragon | Fey | Magical Beast | Monstrous Humanoid | Ooze | Outsider | Plant | Undead | Vermin

    None of the following Subtypes:
    adlet | aeon | agathion | air | angel | aquatic | archon | asura | azata | behemoth | chaotic | clockwork | cold |
    colossus | daemon | dark folk | deep one | demodand | demon | devil | div | earth | elemental | evil | extraplanar | fire |
    goblinoid | godspawn | good | great old one | herald | incorporeal | inevitable | kaiju | kami | kasatha | kyton | lawful |
    leshy | mythic | native | nightshade | oni | protean | psychopomp | qlippoth | rakshasa | reptilian | robot |
    samsaran | sasquatch | shapechanger | swarm | troop | udaeus | unbreathing | vanara | vishkanya | water

    Race: Any
    Alignment: Any Evil

    Be it by wealth or power, you have earned the respect of Lord Neska and are acknowledged as a Lord of Barstoi. Your House is of no minor claim, and your influence within the nation is of note. Fearing the negative influence of allowing strange and magical magical creatures in his land, you like many lords have upheld the decree to see such creatures driven out. While a cold and heartless political maneuver which did not garner an abundance of support from other lords. You embraced the change and took it as an opportunity to make evident your loyalty to the Count. A plan which met with great success. Rising up in position until becoming Neska's most trusted confidant with so little work a great deal of respect and honor is given to your House and name even in Caliphas. Yet, dark things lingered in your future. For reasons unknown, you were abducted and taken deep into the Darklands where you were subject to terrible trails, and forced to learn macabre and strange magics to combat nameless and horrific creatures at the hand of a faceless being known only as The Witch. Without true explanation, Count Neska arranged for the whole of the mysterious and violent ordeal. Tortured and tormented, you seek the answers to your suffering and to find this Witch once again or similarly enact your revenge upon Lord Neska.


    Noble Scion (Ex)
    As a powerful and respected Ustalavian Noble you've been trained and groomed to both look and perform as such. You receive the Noble Scion twice, selecting a different benefit for each instance. You also begin play with a Noble's Outfit, Tear-Away Noble's Outfit, Tear-Away Cleric Outfit, signet ring and an additional 4,500gp in starting wealth. Knowledge (Nobility) is always a class skill for you and receives a +4 Circumstance Bonus.


    Trained In Undeath (Ex)
    Count Neska may appear a kind, simple, and perhaps even simple man at times. But in truth his foresight is often boarding upon nearly prescient. By his direct decree were you trained in all manner of macabre and strange lessons of dark and necromatic practices. Knowledge (Religion) and (Planes) are class skills for you and receive a +4 Circumstance Bonus. When attempting to identify an Undead or Necromatic effect, you may roll twice and take the better result. You receive a +2 Resistance Bonus versus negative energy effects and spells of the Necromancy School. You receive a +2 Profane Bonus to your Intelligence


    Blackened Variant Channeled Spikes (Ex)
    You've been taught to employ strange clerical tools and weapons to combat the unliving. None of which has been given fair reasoning as to the purpose these tools and teachings are for, or to what end they should be employed. Still, Count Neska left no room for argument going as far as having yourself and a number of other trusted subjects confined and imprisoned until your training was complete. You begin play with 5 charged Spiked Focus Wards. You may throw Focus Wards as if they were a medium sized dagger. Wards you throw always stick into a surface of Hardness 10 or less, or enemies wearing armor with a Hardness of 10 or less. As a Standard Action you can activate any Focus Ward within 30ft, it need not be visible or in line of sight. You are aware of any Focus Ward you have placed within 30ft of you as if you possessed Blindsense or a similar trait. Upon activation, the ward activates casting Channel Energy. Your level is used as your Cleric level when determining the amount of d8 this Variant Channel produces. Living creatures within this 30ft burst are healed this amount while undead creatures are damaged half this amount. Blackblooded creatures are harmed for double this amount, and any Blackblood effects, to include pools or similar blight are dissolved or negated. Recharging a Spike is a Full-Round Action and may be done a number of times a day equal to 3 + your Intelligence Modifier. Alternatively, if you possess the Channel Energy Class Ability, you may sacrifice 2 uses of Channel Energy to charge one spike.


    Flash of Purity (Ex)
    With great effort, you can expend a measure of your stored energy to detonate one of your charged Focus Wards with a thought. You may expend 2 recharges of your Blackened Variant Channel or 4 uses of Channel Energy to activate a Spiked Focus Ward which contains Blackened Variant Channeling as a Swift Action.


    Blackened Reversal (Ex)
    With painstaking effort, you've mastered dealing with the strange and grotesque things which crawl out from the depths of the Vault of Orv in your own way. Primarily, by learning to bring a second set of pants... You may only wear one set of Tear-Away Cloths at a time. When you fail a Reflex Save versus BlackBlood Blight, you may take an Immediate Action to rip off your current set of Tear-Away Cloths, negating the effect. As A Swift Action immediately following this, you may gather the escaping Parana Energy from the creature and attune your tainted cloths to that BlackBlooded creature by expanding 1 recharge of your Blackened Variant Channel or 2 uses of Channel Energy. Using your cloths as a melee weapon, you may make attacks with this article of clothing as if it were an improvised flail suffering the regular -4 penalty for the improvised nature of this would-be 'weapon'. However, the weapon gains a +4 Enchantment Bonus to damage. Upon striking the creature, you immediately confirm a critical hit multiplying this additional damage. Attacks made in this manner can only target the attuned creature. This attunement lasts until the creature is destroyed, or a new creature has been attuned to.


    Tainted Flesh (Ex)
    You've been set awash by the foul liquid, and trained to withstand terrible necrotic energies only found within the deepest most fowl pits within the Darklands with no explanation. Other men, lesser men had succumb to the brutal methods of The Witch - Your nameless and wicked tutor. You were left at the edge of death for days as your very flesh was corrupted by the taint of the dark liquid which swelled from the twisted abominations that were set upon you. Now your blood is a muddied ink, not fully corrupted, but far from pure. Unlike them, it does not freeze the ground and drain life from the living. You emerged stronger, and more resilient to the aberration's influence. Though you could not begin to fathom what horrors awaited the world, what purpose all this training served, the identity of The Witch, or what Count Neska feared. You found your mind slightly bent, your thoughts warped and darkened. You receive a +2 Racial Bonus to Strength and Intelligence. You gain a +2 Resistance Bonus to saves versus BlackBlood Effects, additionally you receive Cold Resistance 10 versus sources of damage generated from these effects.


    Words of Death (Su)
    You have learned secret words of evil arcane power spoken in a dark tongue which corrupts the very essence of the esoteric energies you call forth. As a Swift Action you may speak a Word of Death empowering one spell, Supernatural ability or Spell-like ability. This ability ignores undead creature's immunity to mind-affecting effects. If the ability or spell is of the Evocation or Necromancy Schools, your effective Caster Level is increased by 1 for this ability. Spells or abilities from either of these Schools which deal damage deal an additional 1d3 points of Profane Damage. This additional damage increases by 1d3 at 3rd, 5th, 7th, and 9th level (Maximum 5d3). Abilities and spells effected gain the Evil Descriptor but otherwise functions normally even against Evil Aligned creatures. When activated you radiate a 5ft aura of diabolic energy. Good Aligned creatures adjacent to you must succeed a Fort Save (DC10 + 1/2 Level + Intelligence Modifier) or be Nauseated for 1 round. You may use this ability a number of times per day equal to 3 + your Intelligence Modifier.







    Spoiler: Menace
    Show


    Menace

    Perhaps the most feared man on the face of Golarion. This strange earthbound-immortal is the crowning jewel of his mad band of cultist brigands who call themselves The Father's Chosen. To people of Golarion, and the citizens of Seven Arrows, they are more commonly known as The Black Skulls for the iconic white and black corpse-paint they typically wear upon their faces. The terror known as Menace was once known as a man named Arthur Rinston Bartholomew, a young lord of an obscure House from origins unknown. Yet, as it was, he seemed to come from nowhere, wandering into Varisia in a stupor. From the first day of the earliest records, the documents surrounding the man were filled with mad and occult ramblings - claims that he had been traveling within some unknowable expanse of near-infinite universes searching for a way home. Claims he was from this world thousands and thousands of years ago, before the known calender existed and where another moon occupied the sky. The man was committed to the HavenGuard Lunatic Asylum - for surly he was mad. Accounts of what followed in the coming years are mostly lost, but by some means he emerged as Menace. Transformed, and filled with the teachings of some austere nameless god. A god he and his swelling number of followers would call The Father.



    [Thrice Blessed Son of The Father]

    Prerequisites:
    Subtype: Any
    Special: No Template
    Race: Human, Halfling, Elf, Half-Elf, Gnome, Dwarf, Half-Orc, Tiefling
    Race 2: Catfolk, Ratfolk (Trimmed Fur)
    Alignment: Any Non-Good
    Ability: Rage Class Ability
    Ability Score: Constitution 17, Wisdom 11

    Though the non-believers cannot begin to fathom why Menace would muscle his way into the matters of 'civilized men' securing a seat within The Palatine Council - The Black Gospel tells you. The unspeakable impossible that is The Father has seen points of existence manifest within this small and feeble realm of existence that stray from his grand design. Divergence. These periods which should never exist will lead to that event the unfaithful call Terminus. An event foretold by your Messiah, Menace, long ago - a transdimensional apocalypse without equal, of a scale incomprehensible to lesser entities such as yourself. An event called The Second Waking. The threat was delivered by the hand of some shapeless, formless, divine manifestations of death and wickedness only Menace could see called The L'Drada who waged an endless war with the weird and faceless gods called The Yila using lesser deities belonging to this sphere of existence to fight on their behalf - Deities known as Aegisir. This formed the core of the faith, and the very foundation of The Black Gospel. Though often difficult for most apprentices to accept, you are not like them. You are a fully initiated Chosen of The Father, a Thrice Blessed Son. With unwavering faith and mad zeal you preach The Black Gospel to all who will listen. Your words are your shield and strength, and by the blessing of Hensa's Black Veil you cannot die as long as your faith remains pure.



    Rite of Unmaking (Su)
    Upon completion of The Third Blessing and your initiation as a Son of The Father, an unbreakable coven is sworn to him. It's effects have been literally branded into your flesh by the intangible formless hands of the Aegisir Ar’Cor'Kerym. 16 arcane sigils of power mark your body granting you immunity to magical detection. However, a Greater Geass binds you to the teachings of The Black Gospel. You begin play with a Shard of Faith (MWK Bone Dagger), a holy device rarely or never used in combat, and treasured by Sons and Daughters of The Father. If this device is lost, or destroyed a new Shard of Faith must be created within 16 days. Each day a sigil is lost from the Son's body, upon the beginning of the 16th day the Son is utterly destroyed as he is consumed by a soundless black void leaving which leaves no trace of his remains. A Son of The Father cannot be resurrected by any means including spells such as True Resurrection, Miracle and Wish when slain in this fashion. If the Son is forced to perform a Rite of Unmaking but does not have a Shard of Faith or is unable to do so, he is similarly destroyed by an identical effect.

    Failing to perform a Rite forces the Son to perform a Rite of Unmaking. As an Immediate Action the Son draws his Shard of Faith and cuts his own throat. The Son must succeed a Fortitude Save (DC1d100) upon success the Son confirms a Critical Threat against himself with the weapon. Upon failure the Son is slain instantly. This is not a death-effect and is resolved as if the Son had died from normal Hit Point damage.


    Vow of Combat (Ex)
    You have taken a Vow to The Father to never willfully use manufactured ranged weapons, to include thrown alchemical weapons and ranged consumables. Only martial combat will honor The Father however, Improvised Ranged Weapons and Magic which attacks at range are not banned from use by this Vow. These types of actions suffer a -4 Circumstance Penalty to attack rolls. For your commitment you've been blessed with uncanny health and rigor. You receive a +4 Sacred Bonus to your Constitution, +2 Sacred Bonus to Fortitude Saves and your Hit Die Size increases to 1d12 regardless of your Class Hit Die Size. Additionally you receive Diehard as a Bonus Feat. If this Vow is broken the Son must perform a Rite of Unmaking.


    Vow of Bravery (Ex)
    You have taken a vow to The Father to never willfully don metal armor or employ the defenses of the unfaithful. The Son looses proficiency with heavy armor, medium armor and all shields (including tower shield). Feats which grant these proficiencies are lost. While unarmored you gain Fast Movement as the Barbarian Class Ability and may add your Constitution Modifier to your AC as an untyped bonus. If unarmored your maximum Hit Points increase by 4. This bonus increases by 4 per HD you possess beyond the first. If the Son dons armor these Hit Points are lost and the value is deducted from your existing non-temporary Hit Points as damage. If this would reduce you to 0 or less Hit Points you are slain instantly. This is not a death-effect and is resolved as if the Son had died from normal Hit Point damage. If this Vow is broken the Son must perform a Rite of Unmaking.


    Vow of Bloodshed (Su)
    You have taken your final Vow to The Father, and emerged as a Thrice Blessed Son of his Chosen. You have sworn to draw the blood or kill any enemy with which you engage in combat. If you are incapable of doing so, you instead gain a Blessed Vision. A Vision provides you with the name, face and exact location of a mortal soul on the same plane of existence whom is important in some way to your enemy. By The Father's blessing, you are charged with murdering this soul in place of your original enemy. The Son is given 24 hours per HD he possesses to complete this task, regardless of distance or travel time required to reach his target. At the time of the Vision the Son must decide to accept the task or opt for Repentance. If the Son seeks Repentance his total Hit Points, Temporary Hit Points, Fervor and Constitution Modifier are totaled as his Repentance Score. The Son is given 1 hour per HD he possesses to inflict lethal damage on any and all allies, creatures with a Disposition of Helpful, and creatures with a Disposition of Friendly to begin reducing his Repentance Score. Each point of lethal damage inflicted upon such a creature reduces the Son's Repentance Score by 1. If the Son cannot reduce his Repentance Score to 0 within the alloted time, his Vow is broken. If this Vow is broken the Son must perform a Rite of Unmaking.

    While the Son's Vow remains he may choose to spend 1 point of Fervor as a Free Action even during another creature's turn to delay the damage he's received from this creature's actions until the end of his next round. This damage is already dealt to the Son, but is not deducted from his current Hit Points until this elapsed period passes. The Son reduces the amount of damage he has delayed by 1 point for each successful attack he makes against a hostile creature. This reduced damage applies to any sources of damage he has already delayed. Delayed Damage generates Fervor as normal, regardless if the original value is deducted from the Son's Hit Points or not. Alternatively, the Son may spend 1 point of Fervor when he slays an enemy as a Full Round Action to drop his weapons and paint his face with The Black Skull using his foe's blood, or similar bodily remains. These remains do not harm the Son when used in this manner, even if they would otherwise damage him. Donning his mask grants the Son 1d12 points of Temporary Hit Points and reduces the damage required to generate Fervor by 1. The mask's macabre properties last for 1 minute/level, after which any remaining Hit Points granted by this ability are lost.


    Fervor (Su)
    Only by spilling your blood can you show your commitment to The Father and your faith in the words of The Mother of The Black Veil. You stand amid the most brutal of attacks and vicious assaults, subjecting yourself to horrible wounds and watch your enemies faces fill with horror as those wounds begin to close. You receive 1 point of Fervor when you sustain enough damage ( 4 HP per HD generates 1 point of Fervor - e.g. : 1st = 4 points, 2nd = 8 points, 3rd =12 points of damage). You cannot possess more more points of Fervor than you have HD. Fervor lasts for 1 hour and grants Fast Healing equal to the number of points of Fervor you possess. If the Fast Healing granted by Fervor would heal you while at maximum Hit Points all Fervor is lost and the Son is reduced to -1 Hit Points. Fervor can be generated from any source of damage including self inflicted damage. Activating an ability which requires Fervor may only be done once each round. An activated Fervor ability cannot be used again until the initial duration has ended.



    Rites (Su)
    Religious acts which empower the Son to perform unnatural or superhuman feats. Rites come in two forms Psalms or Sacrifices. Psalms require the Son to exclaim a phrase or prayer to all those about him. The Son must scream or otherwise shout this prayer, making himself heard to any creature about him to the best of his ability. If he cannot speak, or is rendered mute he cannot complete the Rite of his Psalm. Sacrifices require the Son to commit some act or condition to complete his Rite. Failing to complete a Rite does not prevent the Son from using the ability, but afterward he immediately performs a Right of Unmaking.


    Psalm XIV: The Reaping Calm

    Rite:
    COWARDS FORM THE VEIL AND SAMPLE OF THE SALT
    MOONLIGHT INVADES THE GLASS. IN EVENING THEY WILL COME
    HER LONG AND PAINFUL HYMN SHALL BRING A DIRGE OF BLACKENED DAY

    Effect: The Son may spend 1 Fervor to add 1/4th the damage inflicted (minimum 0) by a single attack as a Free Action as points to his Reaping Pool. This Pool's value may never exceed the Son's maximum Hit Point total. The Son may choose to add any amount of these points as Temporary Hit Points, but for each point spent in this manner the Son's maximum Pool size decreases by 1 to a minimum of 0. If the Son adds all the points as Temporary Hit Points, he can no longer retain points in this pool. This pool persists for 2 rounds per HD the Son possesses. After which any remaining Hit Points generated by this ability and unspent points in his pool are lost. The Son may only perform this Psalm a number of times per day equal to 3 + your Constitution Modifier.



    Sacrifice: Blood of the Twice Risen

    Rite of Sacrifice (Optional):
    AMIDST PURE VIOLENT EMOTION
    HER EYES TELL A STORY OF BETRAYAL
    HERE BURIED DEEP WITHIN HER WOMB
    MY REASON IS SCALDED BY YOUR SINS
    WHERE MY IGNORANCE WILL BE JUDGED
    WHERE A VOICE WILL GUIDE TO TELL ME THE LIES
    AND A MASK IS RAISED TO REVEAL
    THE TRUTH AND THE SUN WILL NO LONGER SHINE

    Obedience:
    The Thrice Blessed Son sacrifices all of his temporary Hit Points and attacks himself with his weapon. This attack automatically hits and deals normal damage against himself with a +4 Circumstance Bonus. The Son cannot delay this damage and it must be deducted from his Hit Points. The Son cannot retain Temporary Hit Points or enjoy the benefits of any healing effects for 1d4 Rounds after performing this Obedience.

    Effect: The Son may spend 1 Fervor as a Standard Action to use this ability. Upon completing your Obedience, you emit a 30ft blast of crimson energy centered on you. Allies within this field are healed for the amount of Temporary Hit Points and Hit Points which you have lost while performing this Sacrifice and receive the benefits of Fast Healing provided by your Fervor for 1 minute per HD you possess. Enemies within this blast suffer damage equal to the Hit Points lost in this way but receive a Fortitude Save (DC 10 + 1/2 HD + Constitution Modifier) for half damage.

    Additional Effect: The Son may instead choose to spend 2 Fervor as a Full Round Action and perform a Rite of Sacrifice in addition to his Obedience when activating this ability; an action identical to a Psalm. The Son must roll 1d20 on the following table and is granted Regeneration 1/(rolled ability). This ability lasts for 1d10 rounds. Upon completion of this ability's duration the Son cannot withhold or spend Fervor for 1 minute per HD he possesses.

    Special: This Sacrifice can only be used a number of times per day equal to the Son's HD


    REGENERATION TABLE:
    1 Bludgeoning
    2 Slashing
    3 Piercing
    4 Fire
    5 Electric
    6 Acid
    7 Cold
    8 Profane
    9 Good
    10 Evil
    11 Silver
    12 Cold Iron
    13 Adamantine
    14 Chaotic
    15 Lawful
    16 Magic
    17 Epic
    18 Sacred
    19 Negative Energy
    20 Positive Energy















    User Fervor again ----


    Only when I close my eyes, And the day draws to an end
    Thoughts of you stronger then me, Increase my faith in hate
    Always dreaming of better days, Since cast out from your sight
    I'll live with the life I lead, And smile that you're no more





    Amidst pure violent emotion
    The eyes tell the story of betrayal
    Buried deep within the womb
    My reason to be scalded by your sins
    My ignorance to be judged
    A sworn voice to tell me the lies
    The mask will be raised to reveal
    truth And the sun will no longer shine


    Blood for blood, you will be mine
    Through the pain I will rise
    Driven by this longing desire
    To be the one who loves you forever




    I'll take what should be mine
    A love for you consumes the heart
    This cruelty will not be for nothing
    For you will be ruled by an iron hand
    And somewhere the master shows his face
    A grand design of vented wealth
    Sail on wings of golden pride
    A blindness that will free your mind
    To carry the seed for the years ahead
    Squalor brings the insects
    That feast upon the filth
    Only now you witness
    Collapse of the falling throe






    Aeternum Veil

    Aphotic Veil

    Deathless Mask

    Psalm VII: Of Serenity Forgotten

    Rite:
    TIMELESS ARE THE HANDS REACHING THE END OF NOTHING
    AND CARELESS ARE THE CHILDREN WHO FAIL TO SEE HER MEANS
    TO TREAD UPON REFLECTION AND SPLASH AWAY THE VISIONS OF SERENITY FORGOTTEN












    hoarfrost Caina






    Last edited by Mornings; 2016-09-19 at 01:31 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Vernal Mortiz
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    Vernal Mortiz

    Better known in Lepidstadt as Madam Mortiz, Professor Venral Mortiz was the only daughter of the late Dr. Henri Moritz. A celebrated professor at Lepidstadt University before his life was taken by the Dipplemere Horror. At the time of the incident Vernal was still a young woman deep within her studies abroad, but the news would soon reach her and fill her heart with sorrow and anger. After years of training and research following in her father's footsteps she uncovered the truth of his murder and confronted the Beast of Lepidstadt, only to discover it was not the creature itself which was to blame. Her quarrel was not with the tool, but the man who wielded it. Another year would pass before unearthing hidden documents detailing the motives of Count Alpon Caromarc, the former Count of Vieland before he was cast down from his seat of power. She refined her swordsmanship and sought definitive evidence by which she might persecute him. It was in Castle Schloss Caromarc which she finally found that last piece of evidence she needed, while not enough to bring the man to Ustalavian justice, it was enough to convince her of his crimes. Vernal hunted across the country for the former counter until she confronted him in AR4718, with nothing to hide and nothing more to loose he openly admitted to the act he committed over a decade past. With doubt no longer in her heart, she fought the man in a duel to the death - finally slaying the powerful alchemist with her remarkable skill at arms. In the years that followed she would become one of the most prestigious instructors of the sword in the nation, producing many fine young Lepidstadt Duelists who's skill truly lived up to the school's time-honored reputation. Madam Mortiz earned a seat on The Palatine Council for her mastery in her father's fields of study, a feat achieved during her diligent hunt for his murderer.




    [Sword-Savant]

    Prerequisites:
    Subtype: Any
    Race: Human, Halfling, Half-Elf, Half-Orc, Elf, Tiefling, Aasimar, Fetchling, Gnome, Dwarf
    Alignment: Any Neutral
    Region: Lepidstadt University Alumni

    Having been one of the few talented fighters directly trained by Madam Mortiz, you bare a great deal of respect from your peers and a measure of pride in your skill with the blade. While being an Ustalavian Dualist, you've forgone the atypical use of the rapier for a more exotic weapon. Your master had entrusted you with developing your own fighting style. All in an attempt to refine your abilities beyond the strict confines of simple sport and narrow views of other traditional duelists, you strive to develop a form of combat. You often represent Madam Mortiz within the council as her finest pupil, being surrounded by so many strange and foreign faces you've discovered weapons and manners of combat unseen by the peoples of Avistan.


    Favored Blade (Ex)
    Having dedicated yourself to one form of weapon you've reached a level of mastery impossible for lesser men. You may select one 1 handed or or Light Slashing or Piercing Melee Weapon. You gain proficiency with this weapon and Weapon Focus as a Bonus Feat for the selected weapon. Additionally, you begin play with a +1 Adamantine version of this weapon. While wielding a Favored Blade with one hand the weapon enjoys the benefits of Weapon Finesse regardless if it qualifies for the feat. As long as the weapon is wielded in a single-hand and the other hand is not occupied with a melee weapon the Sword-Savant adds 1.5x his Dexterity to damage rolls. This focused training is not without sacrifice for the Sword-Savant, you loose proficiency with martial weapons granted from any source. At 5th Level you may select an additional Favored Blade. This second weapon receives Weapon Focus as a bonus feat and the Sword-Savant gains proficiency with this weapon - it need not be a melee weapon.


    Grace (Ex)
    a Sword-Savant is a daring combatant fighting with speed an super-human agility called Grace: a fluctuating measure of her ability to perform amazing deeds in combat. At the start of each day, a Sword-Savant gains a number of Grace points equal to her Dexterity modifier (minimum 1). Her Grace goes up or down throughout the day, but usually cannot go higher than her Dexterity modifier (minimum 1). A Sword-Savant spends Grace to activate a number of abilities, and regains Grace in the following ways;

    -Critical Hit with Favored Blade
    -Killing Blow with Favored Blade

    Unless otherwise stated activating Grace Abilities is a Free Action.


    Cross-Step Fade (Ex)
    A signature move created by Madam Mortiz to step between an enemy's defenses with uncanny agility and grace. The Sword-Savant may make an Acrobatics Check versus an adjacent target's CMB. Upon success the Sword-Savant may make an additional 5-ft Step up to 15ft in any direction she can travel. Upon failure, the Savant may make an additional 5-ft Step normally, however this movement provokes attack from any enemies which threaten her. These enemies receive a +4 Circumstance Bonus to hit the Sword-Savant. If struck by an Attack of Opportunity provoked in this manner, the Savant must succeed a Reflex Save versus each successful attack or fall prone, the DC for this check is equal to the attack roll of the attack which hit you. This ability costs 1 point of Grace to use.


    Fane of The Harrowing Tempest (Su)
    Channeling elemental spirits into yourself, you experience a speed and nimble poise which surpasses most men. Your threat range is extended by 5-ft for 1 minute per HD you possess as you dash in and out of your enemy's defenses striking with unreasonable swiftness. This ability costs 1 point of Grace to activate.


    Weave The Pattern (Ex)
    In an explosive burst of motion you unleash a wild weaving series of slashing strikes and incomprehensible flourishes with a sharp and calculated series of trained gestures. When attacked in either melee or ranged combat, you may declare the use of this ability before results are revealed. The attack being effected must be rolled twice with a -4 Circumstance Penalty as you attempt to catch and deflect the blow within your net of blinding strikes. This ability costs 1 point of Grace to activate.


    Bladed Javelin (Ex)
    Not one to pigeonhole yourself into a single mode of combat, you understand the importance of flexibility and have thus taken to mastering this unusual technique. As a Swift Action you may activate this ability allowing you to treat a Favored Blade as a throwing Weapon with a range increment of 30-ft for 1 round per HD you possess. Utilizing your weapon in this fashion grants it a +1 Circumstance Bonus to your attack and damage rolls. This ability costs 1 point of Grace to activate.


    Strike Without Honor (Ex)
    You've cast aside the frivolous and unnecessary things from your days in the University and adopted the cut-throat techniques Madam Mortiz has taught you - how to kill. When an enemy flanked, flat-footed or otherwise denied his Dexterity to AC against you you gain 1d10 of Sneak Attack damage against your target. This damage increases by 1d4 for every HD you possess beyond the first. Sneak Attack damage from other sources stacks with this damage. By spending 1 point of Grace the Sword-Savant may increase the size of all her Sneak Attack dice to 1d8 and increase your Critical Threat Range by 1.


    Strike Without Mercy (Su)
    Misleading the enemy with crisp footwork and practiced strikes is well and good, but learning to exploit your enemy's fears and crushing them beneath those lingering doubts is the way of the sword which you've been taught. Taking a moment, you attempt to unnerve your enemy with a flurry of strikes and gestures to disguise your true intent - peering into the hearts and memories of your enemy and turning those woes against them. You make make a Sense Motive Check against your target's CMB as a Swift Action. If the attempt succeeds the target is left flat-footed until the beginning of their next round as they are accosted by distant thoughts and worries long forgotten. This ability has no effect on creatures with an intelligence score below 2. This ability costs 1 point of Grace to activate.


    Strike Without Sight (Su)
    Madam Mortiz taught you a strange and foreign technique to fight with unerring accuracy, sensing the enemy's movements and striking with crushing haste and ferocity. The technique is incredibly straining on the body, but provides unquestionable results. Closing your eyes, you gain blindsense 30ft and receive a +4 Sacred Bonus to attack and damage rolls. This bonus increases by an additional +4 per HD you possess beyond the first. Using this ability begins to tear apart the body Sword-Savant- The Savant may use this ability for 6 rounds each day, these rounds need not be consecutive. Each round carries with it a penalty with a duration of 2d6 rounds which is applied upon ending the use of this ability. If the ability is extended to the following round, the initial penalty is skipped and replaced by the current expended round's effect. Additionally upon ending this ability, the Savant suffers 1d6 points of damage for each round he has utilized today. This ability costs 1 point of Grace to activate and lasts for 6 Rounds or until dismissed. Dismissing this ability is a Free Action.

    Penalties:
    Round 1: Dazzled - 1d6 Points of Damage
    Round 2: Fatigued - 2d6 Points of Damage
    Round 3: Exhausted - 3d6 Points of Damage
    Round 4: Blinded - 4d6 Points of Damage
    Round 5: Nauseated - 5d6 Points of Damage
    Round 6: Unconscious - 6d6 Points of Damage


    Moving Towards Stillness (Su)
    You've learned but not mastered what is perhaps one of the most difficult techniques passed down to you by Madam Mortiz. There exists a speed few know of and rarely seen - the kind of swiftness Quicklings dream of and bends the flow of time. You've only experienced it a handful of times, but the near-stop of movement and flickering sensation of a speed unperceived is a memory you will never forget. You may take up to a Standard Action as a Free Action during any creature's turn as if making an Immediate Action. Creature's are flat-footed during this action, your movement does not provoke attack, and the action taken cannot be responded to even with an Immediate Action. Creatures are not helpless while this effect is active but the Savant may make attacks as normal with his action. This ability otherwise functions as a Time Stop spell. The Savant may attempt to activate this ability as a Free Action by spending 2 points of Grace, however there is only a 20% chance this ability will activate. Regardless of success the points are spent. The Savant may choose to spend additional points of Grace to increase this chance by 5% per point invested in the attempt.
    standard action immediate


    Last edited by Mornings; 2016-09-19 at 01:33 AM.

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    Default Re: Pale Departure: That Which Whispers OOC

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    Spoiler: Swallowfeld Opening
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    AR 4711
    The Shattered Star



    The reclaiming of 'The Shattered Star' had changed everything. The Pathfinders could not have known their victory paved the path to a fate far darker then the return of the Runelords. In the year AR 4711, The Sihedron was reforged by the valiant efforts of Venture-Captain Sheila Heidmarch and the Pathfinders of Varisia. Creating a weapon with which they would come to employ against Sorshen, the returned Runelord of Lust, years after their victory in reclaiming The Star. The Battle of Eurythnia in AR 4719 against Shorshen had changed all they knew - the losses had been tragic, but small in number. The power of the Sihedron had altered the very course of their imminent defeat. The Three Hero's of Eurythnia, hardened from their losses, and strengthened from their trials resolved among themselves a decision which would effect all of Golarion... The Sihedron could not allowed to be shattered once more. Nor could they allow such power to remain within the hands of those who might abuse it, and the political influences which might lay claim to it. The Three Heros stole The Shattered Star and vanished from The Inner Sea. They were the last living Pathfinders of Varisia, and with little men to send after the mightiest hero's in the land - they disappeared without a trace. The peoples cowered in fear - fear of what would become of them when the next enemy would rise up, to rear its ugly head... doom seemed only imminent. They waited with hushed breath.





    AR 4726
    The Shattered Crusade



    In the year AR 4726, their fears became reality. A great army emerged from north of the Kodar Mountains - clad in golden shrouds and emblazoned with the mark of The Sihedron. Great and powerful creatures in mortal form, marching in the name of their returned Goddess, Lissala - and The Peacock Spirit. Their passing corrupted the very soil, their magics left spellscars upon the world with each word of power uttered. It was an offensive unlike any The Inner Sea had ever seen. Unstoppable. They destroyed all within their path, marching south to reclaim all between them and the former lands of Haruka in the name of fallen Thassilon. At the town of SandPoint - the Forces of Lissala were halted. The Hero's of Eurythnia returned.

    For twelve-days the Hero's held the armies at bay as warriors from all throughout the land surged to the small coastal town to join the battle. The Shattered Crusade was born. The town of SandPoint was forever changed, reinforced and outfitted for siege and long battle - Transformed into a citadel and haven for warriors of every kind. The advance of the enemy had met a crushing and grinding halt - unwilling to admit defeat before such an insulting defense, and unwilling to allow the citadel of SandPoint to continue to exist. The siege raged on for months.

    After ten-months of war, the impregnable defense by the warriors of SandPoint seemed absolute. Until finally The High Priest of Lissala revealed himself. Krune, The Runelord of Sloth. None know for how long he had been within the world and how or why he had returned. It was suspected that Lissala had truly returned to the world, calling to the archmage to service once more. Krune took to the battle himself, with no semblance of urgency. Retrospectively it was believed he had been present at the battle the entire time, and only was able to pull himself from his own interests after ten months of battle... Still, bravely, foolishly. The Hero's of Eurythnia met Krune in single combat. Within moments The Shattered Star was destroyed and The Hero's cast down in defeat. He wielded a weapon unlike any legends hinted at - an orb of absolute absence. A cycling torrent of collapsing void suspended within his palm. From the infinite vastness of the The Sphere of Annihilation did he produce a form of magic never before seen by the mortals of Golarion. The fragments of The Star were cast about the field like colored metal blades to rain down upon the stunned armies of man, with little or no effort in part by The Runelord. No man who witnessed the sight could believe their eyes... The battle was over....






    AR 4726
    The Legend of The Whispering Lord



    There are no exact accounts of what happened next, only loose tales stringed together, birthing the legend:


    The screams of the dying could be heard in cacophonous choir from outside the defensive walls of the citadel as the gates came crashing down. Death swarmed into the defensive foyer of the castle-town. Magics roiled upon the brave soldiers who stood defensively to face the enemy. The energy scorched the walls and melted the flesh from men's bones, until only one man stood within the clearing of fleshless corpses - like some sentinel before an army surging through the gates. His name would become legend - and at that moment... the war would end.

    The nameless wanderer had drifted into the citadel of SandPoint only a day previous. A minstrel from Ustalav far to the east. Though there was little use for a musician other then entertainment in the war-torn town, but his presence raised little suspicion. Thus he was permitted entry. No one could know it would be he who would break the siege. No one could know just who Raph'æl Vosper... what Raph'æl Vosper, was.

    Standing alone before Krune and his army of devote. He stood unmoving, unfazed by the torrent of primal energy and magic as if it simply passed through him. The cowled old bard was grim and fierce, as if looking down upon a congregation of prey. His enemies were ancient, but they knew nothing of Golarion as it existed today and the terrors what once walked the earth. Earthfall had changed everything - The rise of Aroden, the hero's, the villains, the legends. It meant nothing to them. They could not know the truth - they could not know, in AR 900 there was once a dark magister who rivaled The Last Azlanti, himself in sheer power. Yet, before his death at the hands of The Arodenite, he had a son...

    He had risen his father. Tar-Baphon. By his own hand in AR 3203, that his shamed father may avenge himself upon the man-god and right a hundred-hundred lifetimes of humiliation he had suffered in the shadow of that legacy. He burned with contempt in his heart for so long, it had blackened his mind. Living under the shadow of the god who had robbed him of his father, and the achievements left behind to him. The immortality that forever eluded his father's grasp was now his - as was the vast power he once commanded. The cowardice of Aroden in refusing to meet his father's challenge to him, drove him to terrible rage. He hated the Azlanti, more then he could bare. His hatred, burned his soul - centuries of bitterness had made him someone else. It manifested and cursed his body - yet he had no ill will towards the world and its peoples. It was only 'him', the god, Aroden. Thus when his father turned against the world - unleashing untold death, conquering the earth piece by piece. He fled. He had to be stopped - and it had to be him to do it. There was no one else. Warriors gathered, The Shining Crusade begun - but he had made The Whispering Tyrant more then immortal, he was eternal. Not even his soul could find rest even beyond his physical destruction. He had created a weapon to kill a god - and he had succeeded. He had created a vast and powerful organization just to accomplish it - spending untold years to complete this achievement. In effect, his father had become his greatest work - a work which surpassed all his father's own achievements in life. He gathered his most trusted allies within The Whispering Way and devised a plan, constructing the threads of magic - creating the loose beginnings of a seal. It was the foundation to the answer, but he could do no more - not without aid... aid he refused to ask for. Instead he provided his work to a man he hated. A man he knew. A general within The Shining Crusade, by the name of Narthoc. A high-priest of Aroden. His mistake had to be undone - he would find his vengeance upon the god another way. His personal crusade had nothing to do with the peoples of Golarion. Thus did the Crusaders forge The Great Seal with the work he had provided them, and imprison his father within Gallowspire. He left without a trace, wandering the world as different men, different lives. Once he was a merchant. Another time, a soldier. A Husband. A governor. Slowly mending the damage his father had left upon the world - his hate for Aroden did not subside, but slowly his goals had mutated. His revenge had fallen to the wayside. There was more to be done in life - and there was no shortage of time within eternity, to find his retribution at his leisure.

    Now he stood within the world of man once more. He briefly traded words with The Runelord, as to what was said... few know. Soon after the man raised his violin, and begun to play. The myth described it to be a horrific tune, one lost to the ears of mortal life. Legends of that day whisper it was the clarion of the end times. A meticulous masterpiece of cacophony that ends all life. The Song of Extinction. As to what happened on that noon day. No one can say, save for those rare few who saw what little they could from great distance. The war was over. The army of Lissala was vanquished with little trace - and SandPoint... was gone. The citadel which once stood was no more then ankle-high rubble, as if some great abyssal maw from the sky leered down and devoured the castle-city down to its foundations. The name Vosper became legend. For the first time since The Last Azlanti, a god walked the earth.






    AR 4733
    The Whispering Witch:
    The World Today


    It had been over a year since the city of Seven Arrows came under occupation by The Inquisitors with their godly-defender no where to be found. The ruling of the city, officially, fell into the hands of the zealous organization. What was once thought to be related to nothing more then the movements of a group of rebel warriors was in fact an aggresive move by the Church to control Seven Arrows. It was no secret the bloated priests feared of something, yet only rumors circulated as to what could motivate such a bold maneuver... Until the day the sky darkened to an overcast gray and the earth was tainted by some ghastly black liquid which ran through the soil. The stories from the east reached Varisa before the proclamation did - The Whispering Witch had risen up to bring ruin down upon them. This was the work of The Whispering Way, or so they believed. Yet, if such was true and cultists now possessed a leader that could shake the very land of life by sheer command of magic alone, there was little hope to be found. Crusades were led out to Ustalav from all across Avistan, farmers and knights, children and men. Some fighting to simply restore their crops, while others simply sought to rid the world of such an evil. Few returned. The crusades were shattered leaving cities of corpses and towers of bodies climbing into the sky...

    The world seemed to become darker, bleaker, as if being bled away of its life. The criminal organizations of Seven Arrows begun to filter out of the city as the progress and industry begun to wane and foodstuffs became rationed and valuable. Smaller groups of men became easier to manage, and spreading themselves across The Inner Sea was less taxing. The crime which plagued many cities begun to skyrocket, not because of the introduction of organized crime syndicates, but because of the rationing of food to the population. Riots became all the more common, and thievery commonplace. There was little they could do, the plants wilted and died or were tainted altogether by the toxic soil. Only carefully managed fields of consecrated land could grow anything - These fields were carefully managed and protected by their respective governments to continue providing food to their people.

    The cities worked together, joining hands with the Warren Trading Company and The Free Hands to establish more efficient and higher yield-producing farms. Just as things begun to look like they would get better, things became even more dire. Strange reports of shadow-creatures and the walking dead quickly circulated through every country west of Ustalav, something was happening, and before they could find out what.... The flicker of magical lights was extinguished. A wave of Primal Energy surged throughout the land, saturating every crevice. Magic became a danger and liability. Accords with countries dissolved as Magisters scrambled for answers and alternate methods of power to continue tending to the fields. Some turned to steam, others to lost and unpredictable super-science. Laws were passed across nearly every civilized land banning the practice of magic except by state magistrates and clergy, least some unforeseeable cataclysm blow half the country into the Positive-Energy Plane because some child attempted to cast prestidigitation.

    It did not take long for the people to entrust their futures to the Magisters for answers. Technology, of any sort equated to good, hope, future, and food. While magic became the symbol of fear and death - a fact punctuated each time one might travel the road only to be accosted by some shambling corpse, or explosive Wild Magic, the result of a destabilized spell. The practice had to be disguised all together, least someone discover it and alert authorities. Innately magical races become a particular object of hate and scorn, insulted, beaten or even killed - sometimes publicly, with little or no recourse for the criminals. Such was the fear which lived in men's hearts. This was not the world they knew anymore, it was some place far crueler, far stranger...

    A summons issued from The Palatine Council of Defense called forth numerous and strange individuals from across Varisia to combat an unexpected and wild threat which loomed in Magnimar. Some came in disguise, other claimed they were people they were not. Others to came as they were, and some where brought.

    It was the first day in a year the sun shined through in the sky.
    Yet, they could not know, it was the last day for Golarion.











    Crime & Justice

    Within the city of Seven-Arrows, there were no guards. Only the Knightly Orders and the Pathfinders stood to enforce Common Law. In truth the city was run by merchants, organized crime, and crime families. They each had their own laws, protected the citizens and kept chaos off the streets. The wild upstarts, lowlifes, and petty criminals were looked down upon with nothing less then scorn from all sides. To survive in the criminal world of Seven Arrows required creativity, vision and a certain pompous flair. Those who had the skills, but not the persona made for grunts within the ranks of the organized criminal groups, while those who would not pledge allegiance - disappeared.

    Bodies were often found far out from the coast in Conqueror's Bay. Caught up in fishing nets by seamen reeling in a morning catch. It was the classic end to many-a-story for hopeful independent criminals, and those who crossed the wrong people.


    The Law of the Street


    There existed generic laws universally recognized by the peoples of the city. This standard created expectations as to what was acceptable behavior:


    *Violence is kept from the public display*

    *Disputes with individuals paying their protection fee's are handled with representatives of the group who receives tribute*

    *No killing in the street*

    *No bodies left in public*

    *Do not interrupt merchants and their trade*

    *Exile compliant enemies and their families*

    *No killing - except by Enforcers*

    *Un-endorsed criminals (those without an allegiance) are not subject to The Law of the Street*




    Criminal Organizations
    There were many criminals, color gangs and other miscellaneous scum which could be found in the alley's and dingy ghettos in the lower-side of the residensial district. But the true criminals, those who ran the city lived in the up-scale Capital District. They fought with words and guile. Delivering coy threats and fake smiles. This was the face of the true criminal world - an kingdom of warring empires and politics. The greatest of these criminal empires were known to all within Seven Arrows - even still, the Pathfinders remain a tentative

    The Free Hands

    No one hates Sczarni more then The Free Hands. A group of proud gangsters run by the L'Zanili Family. The Free possess nearly half the city under their territory making them the largest and most respected of the criminal empires within the sprawling metropolis. Trade and politics are their greatest forte. Funding for the city's infrastructure, sanitation and its protection are all single-handedly paid for by The Free. Each Knightly Order's barracks, armament, facilities and foodstuffs is afforded by The L'Zanili Family - in effect, creating and sustaining the official law-arm of the city. The Pathfinder's remain unaffected by this - as Society Master Vosper's seemingly inexhaustible wealth not only sustains The Society, but created the city. The Free Hands are equal parts gangster-family and vigilante, enforcing The Law of the Street through the city, even outside of their own territory.

    Typical Alignment: LN - LE
    Disposition: Political/Business
    Iconic Weapons: Clubs, Staff, Tonfa, Fist
    Key Enforcer: Galilandra L'Zanili



    Warren Trading Company

    The Warren Trading Co. is perhaps the most powerful in terms of wealth and monetary value. Warren Trading has its hands in almost every business from Korvosa to Magnimar. Its central location within Seven Arrows has provided a comfortable seat of power to monitor and control the movement of its goods with little effort. While Warren Trading deals in every kind of trade, from lumber to people - it is not an organization to be trifled with. Their eroded tolerance for theft and petty crime has made them exceptionally violent towards those which damage the flow of business. Their preferred method of resolution is chaining a man to a heavy rock and dumping him in the bay - but they have also become well known in recent years for simply gunning down their competitors and burning down the property. Caleb D. Warren is the proprietor of Warren Trading.

    Typical Alignment: TN - NE
    Disposition: Trade/Money
    Iconic Weapons: Chains, Revolvers, Rifles
    Key Enforcer: Maddock 'Ace' Brown



    'The Black Skulls' - Father's Chosen

    The most dangerous of all criminal gangs was without a doubt was The Father's Chosen. In the streets and to the common folk, they were called 'Black Skulls' for the painted death mask they wore. The gang, was far more then a gang - they were a death-frenzied cult. They had no territory which they claimed, though Low Town, the poorest of the Residential District was recognized as theirs by other criminal groups. They wandered the city carelessly, with no regard to where they were or whose block they caused trouble on. The gang had become increasingly popular to younger would-be criminals, facinated by The Skull's won-ton manner of doing things, and their rebellious nature. They maintained an iron choke hold on illegal drugs and mind-altering substances. A grip both Warren Trading and The Free Hands sought to loosen. The Free fought unrelentingly to remove the stuff from the streets, while Warren Trading sought to capture the market. Neither of which had any amount of success. The Skulls were beyond unpredictable, and thus beyond negotiations for Warren Trading - and The Free Hands didn't possess the means to deal with The Skulls. Even issuing orders for Knights to apprehend and search Skull members for illegal drugs ended up back firing against them. While normally, The Black Skulls did, what they did, and didn't raise much of a fuss. The decision instantaniously sparked a city-wide war. The Black Skulls, did not submit to search and seizure by the Knights, and instead hunted down every knight they could find in mass. Executing them in the street and wearing their heads as trophies through the city. The L'Zanili quickly regretted the decision, trying to smooth over the bloody blunder. The members of The Skulls are all radical death-cultist, and seemingly partake of massive amounts of drugs religiously. Their bouts of rage fueled insanity and berserk rage has earned them both great fear and respect. Though there has been no battles since the gang's attempt to purge the knights from the city - the memory of their ferocity and combat prowess has not aged a day. Men had been shot dozens of times, lost limbs, or otherwise suffered deathly-blows fought on as if un-impended, only dying after there was nothing else to kill... After The Skull's campaign across the city, they became famous all around The Inner Sea, seemingly becoming a cultural icon of Seven Arrows. After the incident, it was agreed upon to leave The Black Skulls be - and no massive conflict has come of it, unprovoked, since that decision. The leader of The Black Skulls is a mysterious man called 'Menace'.

    Typical Alignment: Any
    Disposition: Faith/None
    Iconic Weapons: Swords, Hands, Teeth
    Key Enforcer: None
    Iconic Abilities: Ferocity (Su) / Loyal Beyond Death (Ex)







    Last edited by Mornings; 2016-09-20 at 09:43 PM.

  29. - Top - End - #29
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    Default Re: Pale Departure: That Which Whispers OOC

    Spoiler: Game Flavor
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    So it was... on Sunday the First of Abadius a handful of brave souls .....







    Last edited by Mornings; 2016-09-21 at 07:47 PM.

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    Wolf


    Concentration:
    SU/SP/Spells DC15 + Spell Level or CL (whichever is greatest)
    Failure expends the ability. Cannot be used for 24 hours.

    Difficult Terrain:
    Half movement.
    No 5ft- step
    Moving half requires DC15 Reflex. On failure movement is stopped. Succeed DC15 Acrobatics Check to avoid falling prone.




    Old Soul: While not yet an adult, you have lived more in your short span than most adults do in a lifetime, or you are an exceptional prodigy. You do not gain either bonuses or penalties for being a young character. You are not restricted to NPC classes while in this age category upon reaching adulthood, you may select any two character traits.

    ------------

    NEW TRAITS


    Curious: You gain Perception as a class skill. You may make a Perception check to intentionally search for stimulus as part of a move action (instead of as a move action).

    Flexible: Your small limbs and bendable joints make it easier for you to slip out of bindings than adults. You gain Escape Artist as a class skill and may make an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) as a full-round action.

    Innocence: The innocence of youth confuses divination magic normally capable of sensing a creature’s alignment (detect good or detect evil). If you are a cleric, or paladin, of a good-aligned deity your aura appears one step stronger on the aura power table (faint to moderate, moderate to strong, strong to overwhelming) than the power indicated by your class level. If you are a good-aligned creature, you register as a good-aligned cleric or paladin. If you have a neutral alignment, you register as a goodaligned creature. If you have an evil alignment, you register as a neutral-aligned creature.

    Pass for Smallfolk: You are the child of a Mediumsized race, but find with the right preparation you can convince people you are a gnome or halfling. You receive a +5 trait bonus on Disguise checks to disguise yourself as a gnome or halfling and do not receive the penalty to disguising yourself as a member of another race when you do so.

    Precocious: You possess impressive natural talents or have trained in a particular area since an extremely young age. Choose a skill. This skill becomes a class skill for you and you gain a +1 trait bonus to skill checks made with this skill.

    Scrapper: You grew up tough, learning to fight viciously at an early age out of necessity. Your experiences have led you to developing a number of techniques to combat the superior strength or number of your enemies to win the day. You may select Improved Grapple, Improved Disarm, or Improved Trip as a bonus feat without meeting its prerequisite.

    Slippery: You are especially adept and practiced at slipping past creatures larger than yourself unharmed. When making an Acrobatics check to move through the square of an opponent at least two size categories larger than you, you gain a +5 trait bonus to your Acrobatics check.

    Small: Your size is one category less than a typical creature of your race (minimum Small-sized). Small creatures gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. If adults of your race are already Small in size or smaller, you instead gain a +2 trait bonus on Stealth checks.

    Unnoticed: People tend to ignore you because of your age, allowing you to easily move through crowds without being seen or remembered. You may use the Stealth check to hide even while being observed, as long as you are within 30 feet of at least 10 creatures with your creature type. These creatures cannot be hostile.


    Humanity----


    Spoiler: More Help
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    Fire-Spawned Human Duel-Cursed Flame Oracle, Level 2, Init 3, HP 18/18, Speed 30
    AC 13, Touch 13, Flat-footed 10, CMD 16, Fort 6, Ref 3, Will 4, CMB +3, Base Attack Bonus 1
    Accursed Touch (Blackened Hands Burn & Brand (Brands Target Until Damage Healed) +3 (1d6 + Ignite (DC15), x2)
    Scorching Ray +7 (Touch) (4d6+1, x2)
    (+3 Dex)
    Abilities Str 14, Dex 17, Con 14, Int 12, Wis 11, Cha 18
    Condition None



    Spoiler: THE FIRST BURDEN
    Show

    THE FIRST BURDEN: The Tangle Wood's Purity

    Braalite Cultists intrude into The Pasture, tainting the sacred land with their footsteps. The price of their foolishness must be repaid in blood...
    The Dark Teller comes bringing word of The Pale Lady's final judgment: Death. A battle of evil versus evil ensues as the child-murdering mages attempt to snatch up anyone they can before vanishing back into their secret hold.


    CULTIST* CR*1/2*(XP*200)*
    Human*commoner*1/warrior*1*
    NE*Medium*humanoid*(human)*
    Init*+0;*
    Senses*Perception*+1,*Sense*Motive*+1*
    Speed*30*ft.;*ACP*0;*Climb*+6,*Swim*+6*

    AC*13,*touch*10,*flat‐footed*13;*
    CMD*12* * (+3*armour*[mwk*studded*leather])*
    Fort*+4,*Ref*+0,*Will*‐1*
    HP*14*(2d8+0)*

    Space*5*ft.;*Base*Atk*+0;*CMB*+2*
    Melee*Spear*+2*(1d8/x3)*or*
    Melee*Dagger*+2*(1d4+1/19‐20)*
    Ranged*Sling*(range*50*ft.)*+1*(1d4+1)*
    Combat*Gear*bullets*(10)*

    Abilities*Str*13,*Dex*11,*Con*14,*Int*10,*Wis*8,*C ha*9* *
    Feats*AlertnessB,*Skill*Focus*(farmer*or*similar*p rofession)*
    Skills*as*above*plus*Intimidate*+3,*Profession*(fa rmer*or*similar)*+6

    Languages*Common*
    Gear*as*above*plus*belt*pouch,*peasant’s*outfit, Tattered Cloak



    CULTIST, HUNTER* CR*1/2*(XP*200)*
    Human*commoner*1/warrior*1*
    NE*Medium*humanoid*(human)*
    Init*+0;*
    Senses*Perception*+1,*Sense*Motive*+1*
    Speed*30*ft.;*ACP*0;*Climb*+6,*Swim*+6*

    AC*15,*touch*10,*flat‐footed*13;*
    CMD*12* * (+3*armour*[mwk*studded*leather])*
    Fort*+4,*Ref*+0,*Will*‐1*
    HP*10*(2d8+0)*

    Space*5*ft.;*Base*Atk*+0;*CMB*+2*
    Melee*dagger*+2*(1d4+1/19‐20)*
    Ranged*Shortbow (range*60*ft.)*+2*(1d6)*
    Combat*Gear:*Arrows (10)*

    Abilities*Str*13,*Dex*14,*Con*11,*Int*10,*Wis*8,*C ha*9* *
    Feats*AlertnessB,*Skill*Focus*(farmer*or*similar*p rofession)*
    Skills*as*above*plus*Intimidate*+3,*Profession*(fa rmer*or*similar)*+6

    Languages*Common*
    Gear*as*above*plus*belt*pouch,*peasant’s*outfit, Tattered Cloak



    CULTIST, SPEARMAN CR*1/2*(XP*200)*
    Human*commoner*1/warrior*1*
    NE*Medium*humanoid*(human)*
    Init*+0;*
    Senses*Perception*+1,*Sense*Motive*+1*
    Speed*30*ft.;*ACP*0;*Climb*+6,*Swim*+6*

    AC*14,*touch*10,*flat‐footed*13;*
    CMD*12* * (+3*armour*[mwk*studded*leather])*
    Fort*+4,*Ref*+0,*Will*‐1*
    HP*10*(2d8+0)*

    Space*5*ft.;*Base*Atk*+1;*CMB*+2*
    Melee*dagger*+3*(1d4+2/19‐20)*
    Melee Longspear (Reach)*+4*(1d6+3)*
    Combat*Gear:*Arrows (10)*

    Abilities*Str*14,*Dex*13,*Con*11,*Int*10,*Wis*8,*C ha*9* *
    Feats*AlertnessB,*Weapon Focus (Longspear)*
    Skills*as*above*plus*Intimidate*+3,*Profession*(Mi litia)*+6

    Languages*Common*
    Gear*as*above*plus*belt*pouch,*peasant’s*outfit, Tattered Cloak


    Jeggri Vormil (CULTIST, DEEPWOOD HUNTER CR*2)
    Human*Warrior*3*
    NE*Medium*humanoid*(human)*
    Init*+0;*
    Senses*Perception*+1,*Sense*Motive*+1*
    Speed*30*ft.;*ACP*0;*Climb*+6,*Swim*+6*

    AC*17,*touch*10,*flat‐footed*13;*
    CMD*12* * (+3*armour*[mwk*studded*leather])*
    Fort*+4,*Ref*+0,*Will*‐1*
    HP*15*(3d8+0)*

    Space*5*ft.;*Base*Atk*+3;*CMB*+2*
    Melee*dagger*+4*(1d4-2/19‐20)*
    Ranged Heavy Crossbow (range 120 ft.)*+9*(1d10+1)*
    Combat*Gear:*Sharpened Bolts (15), Crystal Bolt (5), Hunting Nets (Forest +4 Stealth/Concealment)*
    Lichen Camouflage x3 (+4 Stealth)

    Abilities*Str*7,*Dex*18,*Con*10,*Int*11,*Wis*10,*C ha*7* *
    Feats*Skill Focus (Stealth),*Weapon Focus (Crossbow, Heavy), Pointpoint Accuracy (+2-6 Atk)
    Skills*as*above*plus*Intimidate*+3,*Stealth*+10

    Languages*Common*
    Gear*as*above*plus:*belt*pouch,*traveler's outfit, Wool Cloak (Sage), MWK Heavy Crossbow






    Spoiler: ...And My Father Will Guide Me Up a Rope to the Sky
    Show



    long may he live. long may he live.
    long may his children drift through the wind.
    to think is a sin. to think is a sin.
    long may his world never begin.




    There was only pain within the choking black miasma of death. The flickering images - the last sights their earthly eyes had laid upon still played endlessly like damaged film in the back of their dying minds. Smiles. Blood. Pale, silver knives. Daggers changing hands. Breathless, without lungs - as they were torn from their fleshy cavity. Then only the children's laughter remained. Butchered in the street. In their homes. Surrounded by friends. The places they had felt the most secure. It meant nothing.

    There was only a sea of darkness. Their souls plummeted into the whirling maelstrom of greenish blue, swept up in the cosmic tide of The Soul Stream to be brought unto final judgment in Pharasma's sovereign court. This was the end. The end every priest and man spoke of. They were as bodiless beacons of gleaming white light, passing through the void of The Great Beyond. Yet terrible shadows shaped like hands leered out through the cosmic ether, and a faceless visage loomed down from skyless void like some immeasurable colossus of creation. Her deathveil was the night, The Great Beyond, and all between. As if all that was were a cut of cloth upon a single tapestry worn by some abstract faceless goddess without name, who wore the Black Veil.


    Now diamonds are falling
    Through a new wound in the sky
    Obsessions, pale children
    They are laid out in a line
    They are screaming. they are polluting.
    They are demanding their life.
    These wrong feelings, they are calling
    The red leper of time
    I love you. (I love you)
    I need you. (I need you)
    Oh show me (Oh show me)
    how to shine
    I love you, young flower
    Now give me,
    what is mine





    Spoiler: post
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    Last edited by Mornings; 2016-10-08 at 02:25 AM.

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