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Overview

About This Game

A Pathfinder Game set in Faerun, detailing the trials and travails of the recently reborn kingdom of Cormanthyr - the Elves have returned to Faerun in force. But the Zhentarim loom over all, while more subtle threats, from Drow to Silver Ravens to worse lurk in the margins and shadows. Looking for 1-2 players to replace some lost players.

Game System

Pathfinder 1e

Detailed Description

Once, the Kingdom of Cormanthyr was one of the greatest Empire of Elvenkind since the Crown Wars. Once, the humans of the Dalelands and the Elves of Cormanthyr signed the Dales Compact and raised the Standing Stone, marking peace and cooperation, even unity between the elves of Cormanthyr and the humans of the surrounding lands. Once, the city of Myth Drannor was a mighty, cosmopolitian city of wonder and wealth, the beating heart of Cormanthyr.

Then it all came to an end - though officially the Kingdom of Cormanthyr didn't die until 1344 DR, with the declaration of the Retreat, the loss of Myth Drannor after the Weeping War in 714 was the death knell for the Kingdom. Slowly, the elves abandoned more and more of the forest, and eventually left entirely. Humans and monsters began to move in, as did Drow of all stripes, but especially the followers of Vhaeraun. Sembia and the Zhentarim could eye the Dales without fear of elven interference.

And then, in 1374 DR, amidst a war against the demon-blooded elves of House House Dlardrageth, elves returned to Myth Drannor en masse, sparking a yet wider war that drew in Lolthites, followers of Vhaeraun, the Zhentarim, Hillsfar and Sembia.

The year is now 1377 DR and an uneasy peace now reigns in Cormanthyr. All sides now spent by bloody war, everyone jockeys for position and influence. Cormanthyr has ruined settlements and sacred spaces to reclaim, loose monsters and demons to clear out, and hostile or suspicious neighbors to watch. Even the Dales, once the closest friends of Cormanthyr, are not all enthused about their old neighbors and benefactors returning. A new Coronal, Ilsevele Miritar, reigns for the first time since before the Weeping War, but the Kingdom is still rebuilding, rather than rebuilt. Tensions within and amongst elvenkind boil under the surface, and no one 'defeated' in the Cormanthyr War - nor others with their eye on the region - is content to do nothing while a potential new threat to their interests and goals grows more powerful in the forest of Cormanthor.

  1. What's new in this game
  2. Congratulations on the new business, Blanket Thunder This part of Kylia's post made me chuckle: "She was still paying us to keep people away from her work." Jezz answered. "Until you lot came along though, no one actually came looking." Demaire pointed out. And then, if what Jezz says can be trusted, they gave us - the first people actually looking for Janessey - directions to the ruins. Janessey may not feel like she got her money's worth from Jezz when we show up. It is like that line from the first Pirates of the Carribean - you can always trust a dishonest person to be dishonest.
  3. Alfren Ker "In my experience the ones that never try to haggle are usually doing it because they never intended to finish paying out to start with," he gestured vaguely away. "How was she making payment? Minted coins, goods?" Actions
  4. "She was still paying us to keep people away from her work." Jezz answered. "Until you lot came along though, no one actually came looking." Demaire pointed out. "True. I did rather think the whole thing was her being paranoid, which I can't really fault - and it put extra coin in our pockets. Whoever this halfbreed really is, she's very well financed. Never tried to haggle on price once." Jezz added. "The ruins are down in the southwest of the forest, up against the edge of the mountains or just about." he called for a map, and one of his men brought one over. He pointed to where he meant, and Pharius confirmed that was the same site that his sister should be at.
  5. My sympathies and best wishes. Small business ownership is not a simple thing, especially the starting. Good luck and I hope it's less stressful than it has been for me ^^ I dealt with minor health issues on Monday and Tuesday, that set everything back. Posts incoming, etc. Everyone's patience is always appreciated.
  6. So there is an old ruin . . . and Jezz has never heard of it and it is crawling with demons . . . Pym tried to mentally cross reference the temple they had explored on their last attempt to thwart Vendaya/Janessey/whoever. What might someone want from the keeper of the timeline before exploring an old ruin? The old temple had been filled with books. Maybe one of those books was going to help her find what she was looking for in the ruin. Thanks to the work of the party, the Zhents Vendaya hired had never made it to the library in the temple of Labelas Enorath, but whatever she was looking for at the temple wasn't necessary or what she needed in the ruins was more important because she was pushing ahead anyway. I have just a couple questions, the first is where are the ruins she is exploring now? The second is have you completed your work for her or does she have you doing a couple more errands? Pym asked Jezz.
  7. Shizune repeats the phrase several times in her head. After years on the surface, the drow tongue never quite felt right in her mind or on her lips. Having spent a majority of the conversation in the back, she quickly reviewed the conversation and observed the priest and some of the Vhaeraunites, looking to see if there was any sign of betrayal in the near future for the party or their prisoners. Actions & OOC None, as yet.
  8. Thank you! I've done construction glass (residential and commercial) work my whole life and work is 2+ hours away from home. Local companies all went out of business, and anyone with any skill up-charges ALOT to come out to my area. Opened up a glass shop to cover the vacuum area and things have been hopping. Doing stuff like window repair, sliding glass door repairs, frameless & framed showers, table tops, screens, all that kind of stuff right now, and hope to expand to the beaches (Florida Gulf Coast) in time. It's a lot of work, but it's nice to be close to home for once. Once I know it's profitable enough to quit my current, full-time job and focus solely on my hometown, I'll be out of the woods time-wise, so to speak.
  9. Elvangara Collosz Elvangara Collosz — Half Elf (Drow) Investigator 9 AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4 Active Conditions (not included in stats above): heightened awareness (?? minutes remaining) heroism (200 minutes remaining) barkskin +4 natural AC (90 minutes remaining) mutagen +4 str -2 int +2 natural AC (90 minutes remaining) elixir of stealth +10 stealth (60 minutes remaining) channel vigor gain the benefits of haste (3 rounds remaining) Extracts 1st: cure light wounds, heightened awareness, shield x2, open x2 2nd: alchemical allocation x4, barkskin, open x2 3rd: channel vigor, displacement, fly, open Jezz' Camp Harp, mushroom, purple duel vampire, Elva mouthed the words to herself to commit them to memory. "I suppose that's the point. Never stumble upon the sequence by accident. But if it gets us an audience without them trying to kill us, it's worth it." Mechanics AoO Swift: Move: Standard: Full (if needed): Free:
  10. That's awesome good luck with it. What you doing (if you are ok sharing)?
  11. Sorry. My computer died (OS drive died), so had to get a new component and re-install Windows and start the process of installing all the other junk I had.
  12. Alfren Ker "Well I certainly wouldn't have come up with those words at random," Alfren agreed. "Here's to hoping she is reasonable." Actions Ready action to swing if one makes an attack
  13. Sorry for my absence, all. I've started a business and things are hectic on my end. Should hopefully resolve in a short time.
  14. "There are phrases our House used, to assure eachother that the people we sent to one another weren't agents of another House seeking to betray. Used only in dire circumstances." He spoke a string of words in the Drow tongue - 'Harp' 'Mushroom' 'Purple' 'Duel' 'Vampire'. "Make sure you get it right - those words, in that order. Otherwise, she'll believe you tortured the phrase out of me."
  15. That makes sense. I can work with that. Grazie. He does indeed care for her. Not quite at the expense of his own life, but up to that
  16. Considering drow society is social darwinism with extra spicy crazy and they are the poster children of Chronic Backstabbing Disorder I would expect that most houses have some kind of 'house language' of key phrases, imagery, or something else to act as identification to at least insulate them against external infiltration. Something that's complex and ingrained enough that its difficult even torture it out of someone.
  17. Yeah. I don't think a simple object would work on its own but maybe an object accompanied by a phrase of some sort that would get through to her (since they seem to be close, or at least Pharius seems to care for her in his own way - maybe the feeling is somewhat mutual).
  18. More than up for the idea of a token Pharius can give you to try to convince his sister, but I'm drawing a blank - it would need to be something that she'd know for sure you didn't just loot off his dead body, or fake. Any thoughts? I don't want to no-sell a good idea just due to my own failure of imagination.
  19. T'rissae frowned on hearing that their quarry was in a demon-infested ruin. "At least we have a location," she said with a wry smile as she pondered whether they had the tools to go up against fiends. "As for the spider-kissers... we have a number of them so perhaps all we need is the right message to have them turn against their current ally? Perhaps the wizard has some token or phrase we can offer his sister, the matron, to gain her... not trust but perhaps temporary assistance in getting 'Vendaya', or at least to get them to stay out of our way." Actions N/A Combat Stat Block Init: +8+6 dex +2 darklands guide; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 120 ft.; Perception +15 Defense AC 2410 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +1 dodge, touch 1810 +6 dex +1 deflection +1 dodge, flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 76Swashbuckler d10 Bard d8 Con +2 FCB +1 10+9*5+10*2+1 Fort +5Swashbuckler +1/3 Bard +3 Con +2, Ref +13Swashbuckler +1/2 Bard +4-1/2 Good Save +2 Dex +6, Will +8Swashbuckler +1/3 Bard +4-1/2 Good Save +2 Wis +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 35Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) ft. Melee +2 keen mithril bastard sword +16/+11BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 (1d10+8+6 dex +2 enhancement/17-20) Ranged darkwood composite longbow +14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 26 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4, greatnessA bard of 9th level or higher can use her battle dance to inspire greatness in herself, granting extra fighting capability. She gains 4 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round., pageant of the peacockYour elegant movements cause you to seem to be more than you are. Prerequisite(s): Perform (act) or Perform (dance) 4 ranks. Cost: Feat or 2nd-level spell known. Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen). Use: 1 bardic performance round per 10 minutes of the effect’s duration. Activation: 1 standard action.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1810 +1/2 character level (10) +3 int, 5 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +1910 ranks +3 class +6 dex, Bluff +163 ranks +3 class +6 cha +4 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +174 ranks +3 class +6 cha +4 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +2510 ranks +3 class +6 cha +2 race +4 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +1510 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +2610 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +126 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +126 ranks +3 class +3 int, Perform (dance) +1910 ranks +3 class +6 cha, Perform (sing) +1910 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +4, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  20. That sounds like a very cool character hook I'd be happy to work with you on going forward! ^^
  21. Elvangara Collosz Elvangara Collosz — Half Elf (Drow) Investigator 9 AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4 Active Conditions (not included in stats above): heightened awareness (?? minutes remaining) heroism (200 minutes remaining) barkskin +4 natural AC (90 minutes remaining) mutagen +4 str -2 int +2 natural AC (90 minutes remaining) elixir of stealth +10 stealth (60 minutes remaining) channel vigor gain the benefits of haste (3 rounds remaining) Extracts 1st: cure light wounds, heightened awareness, shield x2, open x12 2nd: alchemical allocation x24, barkskin, open x2 3rd: channel vigor, displacement, fly, open Jezz' Camp Crawling with demons and other fiends couldn't be good. But then it probably couldn't be helped either. "So, time to screw her back then? We'd be happy to help you with that. Though I suppose we need to decide if it's the 'spider kissers' to deal with first, remove her allies? Or straight to the double crosser herself?" More a question for her allies than this man. But it didn't seem wrong discussing in the open, at least not in broad strokes. Mechanics AoO Swift: Move: Standard: Full (if needed): Free:
  22. Cool. You know - I didn't begin with this in mind, but as I started reading more about Forgotten Realms lore I realized my character's spell list & choices might have some commonalities with another wizard called who drove drow out of the Twisted Tower. I'm thinking about maybe doing some research on Ashaba. There might be a way to make a connection of some type.
  23. "Nothing wrong with a bit of double-dealing as long as you get away with it, and don't screw with me and mine in the process," Jezz noted, smirking. "But then, she didn't get away, and she is f*cking with me, so... she said she was here to dig up some old ruin - one I'd never heard of, and none of mine have - and she paid well for us to round up the local Chitines for her and keep outsiders away from her digging." "I don't normally go in for mercenary work, but with... things as they are, a man must find a way to enjoy certain luxuries." He chuckled, cheerfully shameless as he went on to make clear he'd been contemplating double-crossing Vendaya the whole time. Jezz shrugged, "I figured if it was something interesting we could look into taking it from her later, but," he sipped at his cider, "But none of the times I've sent someone down to collect more payment has shown any signs she's found whatever she's looking for. It's old, whatever she's found. And apparently crawling with demons and other fiends."
  24. Elvangara Collosz Elvangara Collosz — Half Elf (Drow) Investigator 9 AC/T/FF 25/15/22 | HP 81/81 | Init +7 | Speed 30ft | Fort/Ref/Will 10/12/12 | Darkvision Inspiration 8/8 (1d6+2)| Martial Flexibility 4/4 Active Conditions (not included in stats above): heightened awareness (?? minutes remaining) heroism (200 minutes remaining) barkskin +4 natural AC (90 minutes remaining) mutagen +4 str -2 int +2 natural AC (90 minutes remaining) elixir of stealth +10 stealth (60 minutes remaining) channel vigor gain the benefits of haste (3 rounds remaining) Extracts 1st: cure light wounds, heightened awareness, shield x2, open x12 2nd: alchemical allocation x24, barkskin, open x2 3rd: channel vigor, displacement, fly, open Jezz' Camp Elva didn't have much to add. It seemed obvious that thie 'Vendaya' had been playing off two groups of rivals to befriend each. That just wasn't something you could keep up forever. But Shizune, Alfren and T'rissae were asking all the right questions. Time to listen to what he had to say. Mechanics AoO Swift: Move: Standard: Full (if needed): Free:
  25. T'rissae smiles and adds her two copper pence. "So, given we know she has dealings with both you and the ... spider kissers, either she is ushering in a new age of Drow reconciliation and cooperation, or she kept both sides in the dark aiming to advance her own goals which likely won't align with either side's interests. The latter seems more likely as Demaire so astutely demonstrated that there is no cooperation." "What, perchance, was she hoping to get out of you?" Actions N/A Combat Stat Block Init: +8+6 dex +2 darklands guide; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 120 ft.; Perception +15 Defense AC 2410 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +1 dodge, touch 1810 +6 dex +1 deflection +1 dodge, flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 76Swashbuckler d10 Bard d8 Con +2 FCB +1 10+9*5+10*2+1 Fort +5Swashbuckler +1/3 Bard +3 Con +2, Ref +13Swashbuckler +1/2 Bard +4-1/2 Good Save +2 Dex +6, Will +8Swashbuckler +1/3 Bard +4-1/2 Good Save +2 Wis +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 35Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) ft. Melee +2 keen mithril bastard sword +16/+11BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 (1d10+8+6 dex +2 enhancement/17-20) Ranged darkwood composite longbow +14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 26 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4, greatnessA bard of 9th level or higher can use her battle dance to inspire greatness in herself, granting extra fighting capability. She gains 4 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round., pageant of the peacockYour elegant movements cause you to seem to be more than you are. Prerequisite(s): Perform (act) or Perform (dance) 4 ranks. Cost: Feat or 2nd-level spell known. Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen). Use: 1 bardic performance round per 10 minutes of the effect’s duration. Activation: 1 standard action.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1810 +1/2 character level (10) +3 int, 5 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +1910 ranks +3 class +6 dex, Bluff +163 ranks +3 class +6 cha +4 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +174 ranks +3 class +6 cha +4 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +2510 ranks +3 class +6 cha +2 race +4 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +1510 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +2610 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +126 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +126 ranks +3 class +3 int, Perform (dance) +1910 ranks +3 class +6 cha, Perform (sing) +1910 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +4, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  26. Alfren Ker Alfren shrugged. "She is a manipulator and a schemer, and she has been burning her bridges behind her as she goes. Whether or not you approve of her methods the simple fact is that if you're one of the pieces she's using chances are she intends for you to wind up dead after whatever her play is. Are there any rumors of artifacts or ruins in these woods that might interest a power hungry manipulator?" Actions
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