Post by Jynx on Feb 27, 2010 5:25:13 GMT
Jynx
Background: Casiorn Courtesan-Spy
Role(s) - Level(s): Expert - 9/ Adept - 3
Allegiance: Balance (Good tendencies)
Virtue/Vice: Resourceful/Curious
Conviction: 8
Height: 5’ 4”
Weight: 120 lbs.
Movement: 30 Feet
Age: 21
~*~*~*~*~*~
Abilities
Str: -1
Dex: +2
Con: -1
Int: +2
Wis: +2
Cha: +4
~*~*~*~*~*~
Core Ability: Expert – An expert can spend a point of Conviction to gain 4 temporary ranks in any skill, including skills in which the expert is not currently trained or that cannot be used untrained. These temporary skill ranks last for the duration of the scene and grant their normal benefits.
Saving Throws
Toughness Save: +0 (-1 Con, +1 Armour)
Fortitude Save: +7 (+4 Base, -1 Con, +4 Feat)
Reflex Save (Good): +10 (+4 Base, +2 Dex, +4 Feat)
Will Save: +13 (+7 Base, +2 Wis, +4 Feat)
~*~*~*~*~*~
Combat
Initiative: +2 (+2 Dex)
Base Combat Bonus: +7
Attack Bonus: +9 (+7 Combat, +2 Dex)
Defense: 20/16 (10 Base, +7 Combat, +Choice of Dodge/Parry)
Dodge: +3 (+2 Dex, +1 Feat)
Parry: -1 (-1 Str)
Armour:
Masterwork leather armour (+1 Toughness Bonus, 15 lbs.)
Weapons: (Attack Bonus | Damage Bonus | Critical | Range)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
~*~*~*~*~*~
Skills
Armour Check Penalty: -0
Acrobatics: +5 (3 Ranks, +2 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10)
Bluff: +16 (10 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Climb: +1 (2 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Concentration: +8 (6 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: No)
Craft ( xxx ): NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20 for repair)
Diplomacy: +16 (10 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Disable Device: NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Disguise: +10 (6 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Drive: +3 (1 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10)
Escape Artist: +10 (6 Ranks, +2 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 20)
Gather Information: +18 (12 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Handle Animal: +4 (0 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10/20)
Intimidate: +4 (0 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Jump: -1 (0 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Knowledge ( Espionage ): +10 (8 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Magic & Arcana ): +8 (6 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Nobility ): +9 (7 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Northern Magnamund Geography ): +9 (7 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Language: See Below. (2 Ranks) (Untrained?: No) (Take 10/20?: No)
Medicine: NT (0 Ranks, +2 Wis) (Untrained?: No) (Take 10/20?: 10/20)
Notice: +8 (6 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10/20)
Perform ( Singing ): +13 (9 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Ride: +3 (1 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10)
Search: +10 (6 Ranks, +2 Int) (Untrained?: Yes) (Take 10/20?: 10/20)
Sense Motive: +16 (10 Ranks, +2 Wis, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Sleight of Hand: +8 (6 Ranks, +2 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10)
Stealth: +2 (0 Ranks, +2 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Survival: +2 (0 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10)
Swim: +0 (1 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Languages:
Vassa, Trade, Eastern Vaderish
~*~*~*~*~*~
Wealth and Reputation
Wealth: +21
Professional Skill: Diplomacy
Reputation: +4
Feats:
* Attractive: +4 bonus on Bluff and Diplomacy checks to deceive, seduce, or change the attitude of anyone who might find Jynx appealing.
* Dodge Focus: +1 to Dodge bonus.
* Enchanting Beauty: Anyone who would normally be romantically attracted to Jynx must make an opposed Charisma check upon meeting her. If they fail she gains a +4 bonus on all Charisma-based checks with them. If they fail by 5 or more they are smitten by her and are treated as being love struck (see Complications). Jynx may only affect a number of people this way equal to her Charisma score. If they succeed, nothing happens. However, should they succeed the opposed Charisma check by 10 or more, Jynx becomes love struck with them; at last she has found her equal!
* Fascinate (Diplomacy): Using a standard action, make a skill check against Sense Motive or Will saving throw (whichever has higher bonus). If successful, the target pays no attention to anyone other than Jynx. This can be maintained by taking a standard action each round, for a maximum number of rounds equal to Jynx’s skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants the target a new Sense Motive check or Will save. Any obvious threat automatically breaks the fascination.
* Fascinate (Perform): Using a standard action, make a skill check against Sense Motive or Will saving throw (whichever has higher bonus). If successful, the target pays no attention to anyone other than Jynx. This can be maintained by taking a standard action each round, for a maximum number of rounds equal to Jynx’s skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants the target a new Sense Motive check or Will save. Any obvious threat automatically breaks the fascination.
* Inspire (Complacency): Jynx can affect a number of subjects equal to half her expert level (with a minimum of one), and the effects last for a number of rounds equal to her expert level. Unwilling targets make a Will saving throw (Difficulty 10 + half her expert level + her Charisma). She can use any combination of Inspire effects a total of once per day per two expert levels with a minimum of one (so a 6th-level expert can Inspire three times per day). Jynx can spend a point of Conviction for an additional use of Inspire that day. The subjects let down their guard. They suffer a –5 penalty on Notice and Sense Motive checks. This also counts as a distraction sufficient to hide using Stealth.
* Lucky: Add Charisma bonus to Fortitude, Reflex and Will saves.
* Prone Fighting: Jynx suffers no penalties on her attack rolls for being prone, and opponents do not gain any bonus to hit her with melee attacks while she is prone. Opponents making ranged attacks against her still have –4 on their attack rolls. She can crawl at half her speed rather than the usual 5-feet per move action.
* Read Character: You’ve got a keen eye for sizing other people up, getting a sense of their capabilities and motives from subtle cues. The way they hold the spoon might reveal they’re a commoner or have peasant upbringing. A swagger and hard eyes might reveal a veteran soldier. You know what to look for, and more importantly, how to interpret it. You can determine a character’s Role, allegiance, station, and experience by observing them. This requires a Sense Motive check, using the DC specified below. You may make one check in each category for each target you deal with; no retry is allowed. Each check requires at least 10 minutes of observation. An impulsive check is possible after a single round, but increases the DC by 10. The Narrator should make all checks secretly. If the check fails by 5 or less, you simply can’t form an opinion. If the check fails by more than 5, you misinterpret what you’re seeing and receive incorrect information. You may take 10 on this check, but you may not take 20.
Task DC
Determine Role 15
Determine station 20
Determine experience 25
Determine allegiance 30
Allegiance: You get a feel of the target’s main allegiance. This is in broad strokes only, such as “loyalist to the throne” or “revolutionary.” At the GM’s discretion this might include the name of a nation, organization, sect, or person. An adept can identify another adept’s arcane philosophy this way.
Experience: You gauge the target’s rough level of experience: Amateur (1st-4th level), Moderately skilled (5th-8th), Highly skilled (9th-12th), Expert in their field (13th-16th), Legendary (17th-20th).
Role: The target’s highest level Role. If you beat the DC by 5 or more, you also have a sense of the target’s Archetype. If you beat the DC by 10 or more, you know all the target’s Roles if they have multiple Roles.
Station: You pick up on clues that give away the target’s station. If the target is disguised, you must first penetrate their disguise or the Illusion. If you succeed by 5 or more, you also have a sense of the target’s Background.
Special: Your target may make an opposed Sense Motive
check to pick up that you’re paying undue attention to
them. Once your target is aware of what you’re up to,
they may attempt to counter with Bluff.
* Talented (Diplomacy & Bluff): +2 bonus to both skills.
* Talented (Sense Motive & Gather Information): +2 bonus to both skills.
* Well-Informed: When encountering an individual, group, or organization for the first time, Jynx can make an immediate Gather Information check as a reaction to see if she has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks to determine the level of information she gains, and the guidelines for Knowledge checks for the sorts of questions that can be answered. Jynx receives only one check per subject, although the GM may allow another upon encountering the subject again once significant time has passed.
Powers:
Power Rank: +6
Power Bonus: +8 (+6 Rank, +2 Int)
Second Sight (with House Rule Edits for “The Sun Sets”): The character can sense the use of magic, psychic abilities, and most other supernatural powers in the vicinity of the character. The GM makes a Second Sight check in secret as a reaction whenever magic or supernatural powers are used in the character’s general area. The base Difficulty is 10, or the user’s Magical Defense or Psychic Shield check result, whichever is greater and appropriate to the circumstances. The Difficulty increases by +1 for every 10 feet between the character and either the user or subject of the power (whichever is closer). Only one attempt can be made to use Second Sight on any one “power” used in the vicinity of the character. The use of this sense is a reaction.
A successful result means the character senses the “power” use. The character also knows the general direction and approximate distance to either the source of the “power” or its target (whichever is closer). This power will give a general and basic idea of what sort of “power” is in use. For instance, if a nearby magician uses Right-Handed magic to cause an inn patron to fall ill, the character will sense that a magical spell was used, it was Right-Handed magic, and it apparently caused some kind of harm. However an appropriate Knowledge skill check (usually Knowledge (Magic & Arcana) at a DC of 20) will need to be made to provide a more complete and refined understanding.
Manipulate Object (Fatiguing, Maintenance): You can manipulate objects at a distance as if with a pair of invisible, intangible hands. Your power has the same Dexterity as you, while lifting the object has the same Difficulty as Move Object, except you cannot increase the weight lifted by suffering fatigue (Manipulate Object’s fatigue comes from the extra precision required).
You can use your normal skills via Manipulate Object, but you are at a –2 penalty for having to operate remotely, and you can’t perform tasks at all if you can’t see your target, since your power has no sense of touch.
Remotely Wielding Weapons: An adept can wield a weapon using Manipulate Object. Picking up the weapon is a move action. Attacking with it is a standard action. Concealment is determined by the attacker and defender’s positions, not the weapon’s, while cover is determined by the defender and weapon’s positions. The attacker makes a normal attack roll, but with a –4 penalty for the difficulty in controlling the weapon from afar, and adds his Intelligence score to the attack roll, rather than Dexterity. The weapon deals its normal damage with no modification for Strength (as if wielded by a Str 0 attacker). An adept can take the Exotic Weapon Training feat in remotely wielded weapons to eliminate the –4 penalty to hit.
A remotely wielded weapon can be struck normally by sunder attacks (see Sunder in Chapter Six). Attempts to disarm the adept by knocking the weapon out of his supernatural “grasp” are resolved by opposed attack rolls as normal or an opposed attack roll and Manipulate Object check, if the adept’s Manipulate Object bonus is greater than his attack bonus.
Time: Manipulate Object is a move action. The power use lasts for 10 rounds (1 minute).
Move Object
~*~*~*~*~*~
Equipment
“Special” Small Carriage
2 Small Horses
Hireling, Trained -> Geet (just an ordinary coachman…Deceased)
~~~~~Taking to the Swamp~~~~~
Backpack
1. Meal of Laumspur Leaves
2. Spyglass
3. Bedroll
4. Waterskin
5. Special Items
6. Traveller’s Outfit
7. Traveller’s Outfit
8. Traveller’s Outfit
Backpack Special Items (do not take up significant space)
3 pieces of Chalk
7 Candles
Signal whistle
Flint and steel
Magnifying glass
Soap (1 lb.)
1 pt. Flask of Oil
Bottle of Mysterious Liquid
Signet ring (wearing it)
Belt Pouch (for coins)
~~~~~Taking to the Swamp~~~~~
Belt Pouch (you probably do not need a second one)
Chest (with average lock)
1.
2. Antitoxin
3. Writing Kit (pen, ink, sealing wax)
4. Bundle of paper (I am assuming you did not want just one sheet of paper)
5. Map/scroll case
6. Hooded Lantern
7. 1 pt. Flask of Oil
8. Bottle of Kourshah Wine
9. Peasant’s Outfit
10. Entertainer’s Outfit (3 different pairs/different styles)
11. Entertainer’s Outfit
12. Entertainer’s Outfit
Chest (with average lock)
1. Courtier’s Outfit (7 different pairs/different styles)
2. Courtier’s Outfit
3. Courtier’s Outfit
4. Courtier’s Outfit
5. Courtier’s Outfit
6. Courtier’s Outfit
7. Courtier’s Outfit
8. Traveller’s Outfit (4 different pairs)
9. Disguise kit
10. Mysterious Bowl
11. Diary from Riverboat Man
12.
Background: Casiorn Courtesan-Spy
Role(s) - Level(s): Expert - 9/ Adept - 3
Allegiance: Balance (Good tendencies)
Virtue/Vice: Resourceful/Curious
Conviction: 8
Height: 5’ 4”
Weight: 120 lbs.
Movement: 30 Feet
Age: 21
~*~*~*~*~*~
Abilities
Str: -1
Dex: +2
Con: -1
Int: +2
Wis: +2
Cha: +4
~*~*~*~*~*~
Core Ability: Expert – An expert can spend a point of Conviction to gain 4 temporary ranks in any skill, including skills in which the expert is not currently trained or that cannot be used untrained. These temporary skill ranks last for the duration of the scene and grant their normal benefits.
Saving Throws
Toughness Save: +0 (-1 Con, +1 Armour)
Fortitude Save: +7 (+4 Base, -1 Con, +4 Feat)
Reflex Save (Good): +10 (+4 Base, +2 Dex, +4 Feat)
Will Save: +13 (+7 Base, +2 Wis, +4 Feat)
~*~*~*~*~*~
Combat
Initiative: +2 (+2 Dex)
Base Combat Bonus: +7
Attack Bonus: +9 (+7 Combat, +2 Dex)
Defense: 20/16 (10 Base, +7 Combat, +Choice of Dodge/Parry)
Dodge: +3 (+2 Dex, +1 Feat)
Parry: -1 (-1 Str)
Armour:
Masterwork leather armour (+1 Toughness Bonus, 15 lbs.)
Weapons: (Attack Bonus | Damage Bonus | Critical | Range)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
Masterwork (+1/-) stiletto: +10 | +0 | 19-20/+3 | NA (+5 Sleight of Hand check to conceal)
~*~*~*~*~*~
Skills
Armour Check Penalty: -0
Acrobatics: +5 (3 Ranks, +2 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10)
Bluff: +16 (10 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Climb: +1 (2 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Concentration: +8 (6 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: No)
Craft ( xxx ): NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20 for repair)
Diplomacy: +16 (10 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Disable Device: NT (0 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Disguise: +10 (6 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Drive: +3 (1 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10)
Escape Artist: +10 (6 Ranks, +2 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 20)
Gather Information: +18 (12 Ranks, +4 Cha, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Handle Animal: +4 (0 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10/20)
Intimidate: +4 (0 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Jump: -1 (0 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Knowledge ( Espionage ): +10 (8 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Magic & Arcana ): +8 (6 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Nobility ): +9 (7 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Knowledge ( Northern Magnamund Geography ): +9 (7 Ranks, +2 Int) (Untrained?: No) (Take 10/20?: 10/20)
Language: See Below. (2 Ranks) (Untrained?: No) (Take 10/20?: No)
Medicine: NT (0 Ranks, +2 Wis) (Untrained?: No) (Take 10/20?: 10/20)
Notice: +8 (6 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10/20)
Perform ( Singing ): +13 (9 Ranks, +4 Cha) (Untrained?: Yes) (Take 10/20?: 10)
Ride: +3 (1 Ranks, +2 Dex) (Untrained?: No) (Take 10/20?: 10)
Search: +10 (6 Ranks, +2 Int) (Untrained?: Yes) (Take 10/20?: 10/20)
Sense Motive: +16 (10 Ranks, +2 Wis, +2 Feat) (Untrained?: Yes) (Take 10/20?: 10)
Sleight of Hand: +8 (6 Ranks, +2 Dex, -0 Armour) (Untrained?: No) (Take 10/20?: 10)
Stealth: +2 (0 Ranks, +2 Dex, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Survival: +2 (0 Ranks, +2 Wis) (Untrained?: Yes) (Take 10/20?: 10)
Swim: +0 (1 Ranks, -1 Str, -0 Armour) (Untrained?: Yes) (Take 10/20?: 10)
Languages:
Vassa, Trade, Eastern Vaderish
~*~*~*~*~*~
Wealth and Reputation
Wealth: +21
Professional Skill: Diplomacy
Reputation: +4
Feats:
* Attractive: +4 bonus on Bluff and Diplomacy checks to deceive, seduce, or change the attitude of anyone who might find Jynx appealing.
* Dodge Focus: +1 to Dodge bonus.
* Enchanting Beauty: Anyone who would normally be romantically attracted to Jynx must make an opposed Charisma check upon meeting her. If they fail she gains a +4 bonus on all Charisma-based checks with them. If they fail by 5 or more they are smitten by her and are treated as being love struck (see Complications). Jynx may only affect a number of people this way equal to her Charisma score. If they succeed, nothing happens. However, should they succeed the opposed Charisma check by 10 or more, Jynx becomes love struck with them; at last she has found her equal!
* Fascinate (Diplomacy): Using a standard action, make a skill check against Sense Motive or Will saving throw (whichever has higher bonus). If successful, the target pays no attention to anyone other than Jynx. This can be maintained by taking a standard action each round, for a maximum number of rounds equal to Jynx’s skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants the target a new Sense Motive check or Will save. Any obvious threat automatically breaks the fascination.
* Fascinate (Perform): Using a standard action, make a skill check against Sense Motive or Will saving throw (whichever has higher bonus). If successful, the target pays no attention to anyone other than Jynx. This can be maintained by taking a standard action each round, for a maximum number of rounds equal to Jynx’s skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants the target a new Sense Motive check or Will save. Any obvious threat automatically breaks the fascination.
* Inspire (Complacency): Jynx can affect a number of subjects equal to half her expert level (with a minimum of one), and the effects last for a number of rounds equal to her expert level. Unwilling targets make a Will saving throw (Difficulty 10 + half her expert level + her Charisma). She can use any combination of Inspire effects a total of once per day per two expert levels with a minimum of one (so a 6th-level expert can Inspire three times per day). Jynx can spend a point of Conviction for an additional use of Inspire that day. The subjects let down their guard. They suffer a –5 penalty on Notice and Sense Motive checks. This also counts as a distraction sufficient to hide using Stealth.
* Lucky: Add Charisma bonus to Fortitude, Reflex and Will saves.
* Prone Fighting: Jynx suffers no penalties on her attack rolls for being prone, and opponents do not gain any bonus to hit her with melee attacks while she is prone. Opponents making ranged attacks against her still have –4 on their attack rolls. She can crawl at half her speed rather than the usual 5-feet per move action.
* Read Character: You’ve got a keen eye for sizing other people up, getting a sense of their capabilities and motives from subtle cues. The way they hold the spoon might reveal they’re a commoner or have peasant upbringing. A swagger and hard eyes might reveal a veteran soldier. You know what to look for, and more importantly, how to interpret it. You can determine a character’s Role, allegiance, station, and experience by observing them. This requires a Sense Motive check, using the DC specified below. You may make one check in each category for each target you deal with; no retry is allowed. Each check requires at least 10 minutes of observation. An impulsive check is possible after a single round, but increases the DC by 10. The Narrator should make all checks secretly. If the check fails by 5 or less, you simply can’t form an opinion. If the check fails by more than 5, you misinterpret what you’re seeing and receive incorrect information. You may take 10 on this check, but you may not take 20.
Task DC
Determine Role 15
Determine station 20
Determine experience 25
Determine allegiance 30
Allegiance: You get a feel of the target’s main allegiance. This is in broad strokes only, such as “loyalist to the throne” or “revolutionary.” At the GM’s discretion this might include the name of a nation, organization, sect, or person. An adept can identify another adept’s arcane philosophy this way.
Experience: You gauge the target’s rough level of experience: Amateur (1st-4th level), Moderately skilled (5th-8th), Highly skilled (9th-12th), Expert in their field (13th-16th), Legendary (17th-20th).
Role: The target’s highest level Role. If you beat the DC by 5 or more, you also have a sense of the target’s Archetype. If you beat the DC by 10 or more, you know all the target’s Roles if they have multiple Roles.
Station: You pick up on clues that give away the target’s station. If the target is disguised, you must first penetrate their disguise or the Illusion. If you succeed by 5 or more, you also have a sense of the target’s Background.
Special: Your target may make an opposed Sense Motive
check to pick up that you’re paying undue attention to
them. Once your target is aware of what you’re up to,
they may attempt to counter with Bluff.
* Talented (Diplomacy & Bluff): +2 bonus to both skills.
* Talented (Sense Motive & Gather Information): +2 bonus to both skills.
* Well-Informed: When encountering an individual, group, or organization for the first time, Jynx can make an immediate Gather Information check as a reaction to see if she has heard something about the subject. This takes the place of a normal Knowledge check (if any). Use the guidelines for Gather Information checks to determine the level of information she gains, and the guidelines for Knowledge checks for the sorts of questions that can be answered. Jynx receives only one check per subject, although the GM may allow another upon encountering the subject again once significant time has passed.
Powers:
Power Rank: +6
Power Bonus: +8 (+6 Rank, +2 Int)
Second Sight (with House Rule Edits for “The Sun Sets”): The character can sense the use of magic, psychic abilities, and most other supernatural powers in the vicinity of the character. The GM makes a Second Sight check in secret as a reaction whenever magic or supernatural powers are used in the character’s general area. The base Difficulty is 10, or the user’s Magical Defense or Psychic Shield check result, whichever is greater and appropriate to the circumstances. The Difficulty increases by +1 for every 10 feet between the character and either the user or subject of the power (whichever is closer). Only one attempt can be made to use Second Sight on any one “power” used in the vicinity of the character. The use of this sense is a reaction.
A successful result means the character senses the “power” use. The character also knows the general direction and approximate distance to either the source of the “power” or its target (whichever is closer). This power will give a general and basic idea of what sort of “power” is in use. For instance, if a nearby magician uses Right-Handed magic to cause an inn patron to fall ill, the character will sense that a magical spell was used, it was Right-Handed magic, and it apparently caused some kind of harm. However an appropriate Knowledge skill check (usually Knowledge (Magic & Arcana) at a DC of 20) will need to be made to provide a more complete and refined understanding.
Manipulate Object (Fatiguing, Maintenance): You can manipulate objects at a distance as if with a pair of invisible, intangible hands. Your power has the same Dexterity as you, while lifting the object has the same Difficulty as Move Object, except you cannot increase the weight lifted by suffering fatigue (Manipulate Object’s fatigue comes from the extra precision required).
You can use your normal skills via Manipulate Object, but you are at a –2 penalty for having to operate remotely, and you can’t perform tasks at all if you can’t see your target, since your power has no sense of touch.
Remotely Wielding Weapons: An adept can wield a weapon using Manipulate Object. Picking up the weapon is a move action. Attacking with it is a standard action. Concealment is determined by the attacker and defender’s positions, not the weapon’s, while cover is determined by the defender and weapon’s positions. The attacker makes a normal attack roll, but with a –4 penalty for the difficulty in controlling the weapon from afar, and adds his Intelligence score to the attack roll, rather than Dexterity. The weapon deals its normal damage with no modification for Strength (as if wielded by a Str 0 attacker). An adept can take the Exotic Weapon Training feat in remotely wielded weapons to eliminate the –4 penalty to hit.
A remotely wielded weapon can be struck normally by sunder attacks (see Sunder in Chapter Six). Attempts to disarm the adept by knocking the weapon out of his supernatural “grasp” are resolved by opposed attack rolls as normal or an opposed attack roll and Manipulate Object check, if the adept’s Manipulate Object bonus is greater than his attack bonus.
Time: Manipulate Object is a move action. The power use lasts for 10 rounds (1 minute).
Move Object
~*~*~*~*~*~
Equipment
“Special” Small Carriage
2 Small Horses
Hireling, Trained -> Geet (just an ordinary coachman…Deceased)
~~~~~Taking to the Swamp~~~~~
Backpack
1. Meal of Laumspur Leaves
2. Spyglass
3. Bedroll
4. Waterskin
5. Special Items
6. Traveller’s Outfit
7. Traveller’s Outfit
8. Traveller’s Outfit
Backpack Special Items (do not take up significant space)
3 pieces of Chalk
7 Candles
Signal whistle
Flint and steel
Magnifying glass
Soap (1 lb.)
1 pt. Flask of Oil
Bottle of Mysterious Liquid
Signet ring (wearing it)
Belt Pouch (for coins)
~~~~~Taking to the Swamp~~~~~
Belt Pouch (you probably do not need a second one)
Chest (with average lock)
1.
2. Antitoxin
3. Writing Kit (pen, ink, sealing wax)
4. Bundle of paper (I am assuming you did not want just one sheet of paper)
5. Map/scroll case
6. Hooded Lantern
7. 1 pt. Flask of Oil
8. Bottle of Kourshah Wine
9. Peasant’s Outfit
10. Entertainer’s Outfit (3 different pairs/different styles)
11. Entertainer’s Outfit
12. Entertainer’s Outfit
Chest (with average lock)
1. Courtier’s Outfit (7 different pairs/different styles)
2. Courtier’s Outfit
3. Courtier’s Outfit
4. Courtier’s Outfit
5. Courtier’s Outfit
6. Courtier’s Outfit
7. Courtier’s Outfit
8. Traveller’s Outfit (4 different pairs)
9. Disguise kit
10. Mysterious Bowl
11. Diary from Riverboat Man
12.