Apostle Invasion (IC) Chapter 1 : Here we are.
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Ryu Wojin on 10-01-2019, 05:29:03</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>10-01-2019, 05:29:03</strong>
			</dt>
			<dd class="postbody">
				<span style="font-size: 12pt;" class="bbc_size"><span class="bbc_u">Introduction</span></span><br><div class="floatright">(https://cache.desktopnexus.com/thumbseg/846/846407-bigthumbnail.jpg)</div>What did you do to get yourself involved into this mess? Whatever it was, it was bullshit. Nothing of what you did truly deserved any of this hell. Lab Rats. That is what Valora has made of you. Barely enough food and barely enough water to keep you going. The conditions have left you sickened, and exhausted. When it's your turn for experimentation. You are subjected to injections. What these have done to you in the passing days, can be various. But none of them were permanent. Or life-ending. At least to yous. It most definitely was for some others. You've shared cells with people who were horribly mutated.<br><br><div class="floatleft">(http://pm1.narvii.com/6364/2b13b6713fa0aea5f423a282fb21ca7c6207a21f_00.jpg)</div>The last cell though. One of your cellmates horribly mutated. His skin becoming black and slimely. His body horribly mutating as extra arms came out, and fang like teeth formed. It attacked Murei Yuna in a crazed frenzy. Helpless, and unable to defend yourself. All you could do was watch as Murei get mauled by the beast. Eventually, guards did come in, and when they killed the creature, it literally fell into a puddle of black goo. Valora, coming in after the aftermath, was only interested in the development of the ooze creature, and how it must be studied further. The 'lab rats' need to be moved elsewhere. And so you all were taken to a new cell. Murei never even receiving treatment or healing for her injuries.<br><br><br><br><br><br><br><br><hr><br><div class="floatleft">(https://i.imgur.com/MwKRGb9.jpg)</div><div class="floatright">(https://i.imgur.com/fPmBXhD.jpg)</div>When the move is completed. You will all find yourself locked in a new cell. But this appears to be... A much bigger room. You never were here before. Your cell is on the side of the room. And on the other side, appears to be an experimental area. But you can already see a woman chained up here with bindings that have runes and such upon them. The woman looks... somehow far worse off then yous. The light is gone from her eyes. Her body has plenty of scars. And there is a constant shake to her. To initial glances or to the untrained eye, she looks to be dying.&nbsp; <br><br>Underneath of her, you can see what appears to be a dried liquid. Some kind of bright yellow liquid, but it carries none of the properties of piss. It almost has a sort of glow to it. It looks unnatural. Although in this prison? That has become quite the norm. To the opposite side of her, you see a few bench of tools and such. Needles and injections. Vials of liquids. You can see a barrel and a chest as well. Boxes are moved in, as Guards start to keep watch here. But due to the improvised accommodations, they're also improving. They get a crate to serve as a table, and a few smaller boxes to serve as seats. Four guards will be sitting there, chatting amongst themselves.<br><br><hr><br>Each one of you currently suffers from Sickened, and Exhausted.<br>Each one of you currently has no items, or gear. Only raggity scrapes of clothes.<br>Murei suffers from 23 damage.<br><br><hr>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Triggvi</strong> on <strong>10-01-2019, 07:29:41</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">&nbsp; &nbsp; &nbsp; &nbsp; (https://elliquiy.com/elluiki/images/4/42/Kireen2.jpeg)</div>Kireen of the Perfected Temple (https://docs.google.com/document/d/1zk8NbpA4qoGZ0CguXiDEFqvo2zEjr6SJ9j4abqBhY4g/edit?usp=sharing)<br><strong>Race/class:</strong> Human looking Female 3rd lvl unchained monk<br><strong>HP:</strong> 25/25<br><strong>Current active spells/Buffs:</strong> None<br><strong>Current debilitating conditions:</strong> Sickened, Exhausted.<br><strong>Tag:</strong> Introduction<br><br>Kireen is&nbsp; 5'8" woman that seems to stand tall even in the starved, dehydrated state she is in and wearing nothing but rags. Right after the incarceration her hair looks like it belong to a street beggar and her clothing looks worse. The starvation has made her thin fit body look a bit on the skinny side of things. Her c-cup breasts still perky and her legs still looked amazing. Seeing the badly injured woman with us she rips a somewhat clean rag from her clothing a approaches her(Murei). <br><br>"My name is Kireen. This not much but hopefully it will help control the bleeding and keep the wound as clean as it can be in this little piece of hell. {healing in not her thing but she will try her best at a little first aid}
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Roleplay Frog</strong> on <strong>10-01-2019, 16:36:08</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.pinimg.com/originals/b0/75/03/b07503ff8d19553aa39c2fa3435ce6ea.jpg)</div><strong>Murei Yuna (https://elliquiy.com/forums/index.php?topic=298035.msg14587518#msg14587518)</strong> <br>Human Female, Slayer<br><strong>HP</strong>: 8/31<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: Sickened, Exhausted<br><strong>Tag</strong>: Introduction<br><hr><br>Had she had her weapons.. she'd have defended herself. As was, it took all she had to just survive. After a shredding claws assault on her, Yuna was even devoid of clothing, except for chains upon her and the barest remains of blood-smeared rags covering her womahood. She glanced over to the human woman offering her aid.<br><br>"No.. no....Thank you, but please don't... I doubt a few dirty rags will do this much better." She raised a hand defensively. "Really, please don't touch it, this hurts bad enough without anyone touching it... please don't... I don't want anymore pain..." She insisted, Struggling to her feet, as if to prove her toughness.. or perhaps appear brave. "Although, it almost hurts more to know that the thing that attacked me was a normal man, once, before all of this." she shook her head, stumbling towards the iron bars of her cage. "Please! Look at the girl over there.. look at me. What makes us less people than you? We're both seperated by iron, we all have hopes and dreams and breathe the same air, imagine your sisters or mothers locked up and treated such, wouldn't you want for a guard to spare a healing potion or at least some clean bandages and salves, for them?" She demanded towards the guards.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Diplomacing the guard for.. an actually pretty neat result!</div><div class="spoiler_body">Roll Result: Super Frog rolled: 1d20, adding 9 to the total<br>Comment: diplomacy<br>Result: 17,<br>Total: 26</div></div>(Also! Heart of the fields allows me to ignore fatiguing or exhausting instance per day, does that apply here?)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Waldham</strong> on <strong>11-01-2019, 23:10:29</strong>
			</dt>
			<dd class="postbody">
				<br><div class="floatright">(https://elliquiy.com/elluiki/images/thumb/0/0d/Sarah-finnigan-summoner-sarahfinnigan.jpg/800px-Sarah-finnigan-summoner-sarahfinnigan.jpg)</div><strong>Black Hand, Etrigan (https://elliquiy.com/forums/index.php?topic=298035.50)</strong> <br>Human Male,&nbsp; Shaman Animist<br><strong>HP</strong>: 19/19<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: Sickened, Exhausted<br><strong>Tag</strong>: Introduction<br><hr><em><br>*All that conveyed anything to me. If I stay here, I will die. I will finish as the black mutated cellmate. Might I to take off alone ? No.*</em><br>I look at my companions of misfortune. <br>*<em>I must help them if I want them to help me. In order to be successful in doing so, we must first to help us.</em>*<br>&nbsp;I'm beginning to mutter to myself :<br>"Little nausea occurs in the morning, I salute and respect him, thank you for being here. Might you take time off , because I have to work hard today."<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"> Wrangle Condition Sickened</div><div class="spoiler_body">At 2019-01-11 16:09:43, Waldham (uid: 62360) rolls: 1d20a8 Result: 15 (https://elliquiy.com/forums/dicebot.php?r=129136)</div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>12-01-2019, 00:25:28</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/Kkqzl03.jpg)</div>Sozuari Guard(s)<br>Human Male ??<br><strong>HP</strong>: ??/??<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: Murei Yuna, Party<br><br><hr>Two of the guards (Will be listed as Guard A, and Guard B) will listen to Murei's words. They have to look away. Clearly hurt by your words. A deep breath as one guard (A) will reach in to his pocket, pulling out a vial of red glowing liquid. A slam on the table as another guard (C) will glare upon him. "You deft? <em>'Only beat down the prisoners if they're rowdy, Nothing Else.'</em> She's as good as dead anyways. Thats why all prisoners are here. To never be heard from again. Get yer head on straight. Yer bleeding heart won't last long here."<br><br>A chuckle from the last guard (D). "Who was the last one that got 'intimate' with the prisoner? The one who Valora beat the shit out of before firing?"<br><br>Guard (C) "He got much worse than that, Mate. Apparently that prisoner's hooch grew teeth and he lost his wanker too." He'll motion back to the first guard. "Dickless and Jobless. That's what'll happen if you decide to take pity upon her." Motioning now to Murei Yuna.<br><br><hr><strong>Tag</strong>: Etrigan<br><br>Etrigan will hear the whisper <em>'Time off? I'm behind on schedule. So much sickness. So much weakness to go around. Too much work to take time off.'</em>. A moment of silence. 'fine fine! I will leave... But I'll be back. <strong>You know I will.</strong>' The Sickened Condition will be removed.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Roleplay Frog</strong> on <strong>12-01-2019, 03:12:53</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.pinimg.com/originals/b0/75/03/b07503ff8d19553aa39c2fa3435ce6ea.jpg)</div><strong>Murei Yuna (https://elliquiy.com/forums/index.php?topic=298035.msg14587518#msg14587518)</strong> <br>Human Female, Slayer<br><strong>HP</strong>: 8/31<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: Sickened, Exhausted<br><strong>Tag</strong>: Guardsmen, Kireen, Etrigan, <br><hr><br>Yuna glanced over to Etrigan, like one that tried to determine if the man had just gone crazy, from their nasty situation the way he was speaking to.. she wasn't even sure what, before adding, first to those in the cage, then, towards the guards..: "I'm Yuna.. by the way.. you don't have to talk to me if that'll put you in danger, I just hope someone remembers the people here. Everyone deserves to be remembered." She backed off a little from the bars, not to push the issue, more covering her wound than her body, still seeming more concerned about the pain than her modesty, after all the things that had happened to her here, at the least.<br><br>As she backed off her hand flexed and cracked slightly. Still, the last thing she wanted was to inflict any more damage to her body, already taxed to it's limit, so she was not going to try anything wild, after seeing how far her attempt with the guards had gotten her. She glanced over to Kireen. "Sorry for not answering you proper earlier. I'm feeling a little.. torn up... I'm used to a bit of pain during training but this is more than just a bit."
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Marie Reynolds</strong> on <strong>12-01-2019, 13:55:16</strong>
			</dt>
			<dd class="postbody">
				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character Image</div><div class="spoiler_body">(https://elliquiy.com/elluiki/images/0/01/Neyri.png)</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Character Sheet</div><div class="spoiler_body">Name: Nyri<br>Gender: Female<br>Age: 26<br>Height:5'<br>Weight:107<br>Alignment: Neutral <br>Class: Soul Knife:2/Cryptic 1<br>Personality: Nyri is rather easy going and non judgmental. She takes people&nbsp; in stride and accepts them for&nbsp; there&nbsp; positive traits and flaws. She is reserved and polite, yet when you get to know her she can be quite playful and lighthearted. She also has the&nbsp; work hard play hard mentality.<br><br>Str: 12<br>Dex: 15<br>Con:13<br>Int: 13<br>Wis: 13<br>Cha: 15<br><br>HP:25<br>AC: 14=10+2+2<br>FF:12<br>T: 12<br><br>BAB: +2<br>M:4<br>R:4<br><br>Fort: 1=0+1<br>Ref: 7=5+2<br>Will: 6=5+1<br><br>PP: 4<br>Languages:<br>Common, Xeph, Elven<br>Weapons:<br><br>Rapier MW<br>20 gp<br>1d4<br>1d6<br>18–20/x2<br>—<br>2 lbs.<br>P<br>finesse<br>PZO1110<br><br><br>Shortbow, composite +1<br>150 gp<br>1d4<br>1d6<br>x3<br>70 ft.<br>2 lbs.<br>P<br>—<br>PZO1110<br><br><br>Dagger x5<br>2 gp<br>1d3<br>1d4<br>19-20/x2<br>10 ft.<br>1 lb.<br>P or S<br>—<br>PZO1110<br>20 Common Arrows 3lbs<br><br>Armor:<br>Lamellar Cuirass<br><br>Eastern Light Armor<br>Cost&nbsp;15 gp;&nbsp;Weight&nbsp;8 lbs.<br>Armor Bonus&nbsp;+2;&nbsp;Max Dex Bonus&nbsp;+4;&nbsp;Armor Check Penalty&nbsp;0<br>Arcane Spell Failure Chance&nbsp;5%;&nbsp;Speed&nbsp;30 ft./20 ft.<br>Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.<br>This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.<br>Equipment:<br><br>Kit, Disguise, Statue (This is here for reference,does not carry two disguise kits)<br>Price&nbsp;50 gp;&nbsp;Weight&nbsp;8 lbs.<br>This&nbsp;disguise kit&nbsp;includes metallic or stone-colored makeup and cloth that you can apply to appear to be a statue; it grants a +2 bonus only on&nbsp;Disguise&nbsp;checks to resemble metal, stone, or similar materials. You take a –5 penalty on&nbsp;Disguise&nbsp;checks when impersonating an inanimate object. A viewer can attempt a single&nbsp;Perception&nbsp;check opposed by your&nbsp;Disguise&nbsp;check upon viewing you, and an additional check each time a creature interacts with you. This kit is&nbsp;exhausted&nbsp;after 10 uses.<br>Kit, Infiltration<br>Price&nbsp;140 gp;&nbsp;Weight&nbsp;15 lbs.<br>This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.<br>Tools, Artisan’s MW ( one Set for Tattoos, One set for Trap making)<br>These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on&nbsp;Craft&nbsp;checks), if you can do the job at all.<br>Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2&nbsp;circumstance bonus&nbsp;on&nbsp;Craft&nbsp;checks made with them.<br>Concealable Thieves’ Tools:&nbsp;Price&nbsp;190 gp;&nbsp;Weight&nbsp;1/2 lb.; Smaller and made of stronger materials than most&nbsp;thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on&nbsp;Sleight of Hand&nbsp;skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2&nbsp;circumstance bonus&nbsp;on&nbsp;Disable Device&nbsp;checks).&nbsp;Source&nbsp;PZO1134<br>Kit, Mess<br>Price&nbsp;2 sp;&nbsp;Weight&nbsp;1 lb.<br>This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.<br>Kit, Grooming<br>Price&nbsp;1 gp;&nbsp;Weight&nbsp;2 lbs.<br>This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature&nbsp;mirror, soap, a chewing stick, and tooth powder.<br>Kit, Shaving<br>Price&nbsp;15 gp;&nbsp;Weight&nbsp;1/2 lb.<br>A shaving kit contains a straight razor, a&nbsp;whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.<br>Tent<br>Source&nbsp;PZO1115<br>Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.<br>Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.<br>Bedroll<br>Price&nbsp;1 sp;&nbsp;Weight&nbsp;5 lbs.<br>This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a&nbsp;blanket&nbsp;with the bedroll to stay warm or provide a ground cushion.<br>Blanket<br>Source&nbsp;PZO1115<br>Price&nbsp;5 sp;&nbsp;Weight&nbsp;3 lbs.<br>This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.<br>Donkey<br>4 days&nbsp; worth of animal feed<br>Saddle Pack<br>Outfit, Explorer’s free 8 lbs<br>Source&nbsp;PZO1110<br>This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.<br>Outfit, Artisan’s 4lbs<br>Source&nbsp;PZO1110<br>This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.<br>Outfit, Burglar’s<br>Source&nbsp;PPZO94102<br>Price&nbsp;5 gp;&nbsp;Weight&nbsp;5 lbs.<br>This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face&nbsp;mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.<br>Outfit, Cold-Weather<br>Source&nbsp;PZO1110<br>This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5&nbsp;circumstance bonus&nbsp;on&nbsp;Fortitude&nbsp;saving throws&nbsp;against exposure to cold weather.<br>Back pack 7lbs<br>bit and bridle 1lbs<br>4 days of trail rations 4lbs<br>100 ft of Hempen rope &nbsp;The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check.&nbsp;Price&nbsp;1 gp;&nbsp;Weight&nbsp;10 lbs. <br><br><br>Racial Traits:<br>Standard Racial Traits<br>Ability Score Modifiers: Xephs are quick and outgoing, but not very strong. They gain +2&nbsp;Dexterity, +2&nbsp;Charisma, but suffer –2&nbsp;Strength<br>Size: Xephs are Medium creatures and have no bonuses or penalties due to their size.<br>Type: Xephs are of the&nbsp;humanoid&nbsp;(xeph) type.<br>Speed: Xephs have a base speed of 30 feet.<br>Languages: Xephs begin play speaking Common and Xeph. Xephs with high&nbsp;Intelligence&nbsp;scores can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.<br>Other Racial Traits<br>Innate Resistance: Xephs receive a +1&nbsp;racial bonus&nbsp;on saving throws against powers, spells, and&nbsp;spell-like&nbsp;effects.<br>Naturally Psionic: Xephs gain the&nbsp;Wild Talent&nbsp;feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the&nbsp;Psionic Talent&nbsp;feat.<br>Burst (Su): Three times per day as a&nbsp;swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a&nbsp;competence bonus&nbsp;to the xeph’s base speed. A burst of speed lasts 3 rounds.<br>Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.<br>Vision: Xephs have&nbsp;darkvision&nbsp;60 ft. See&nbsp;Vision and Light&nbsp;for details.<br><br><br>Traits:<br>Influence<br>Your position in society grants you special insight into others, and special consideration or outright awe from others.<br>Benefits:&nbsp;Choose one of the following skills:&nbsp;Diplomacy,&nbsp;Intimidate, or&nbsp;Sense Motive. You gain a +1&nbsp;trait bonus&nbsp;on that skill, and it is always a class skill for you. Choice: Diplomacy.<br><br>Unshackled<br>Benefit(s): You gain a +1&nbsp;trait bonus&nbsp;on&nbsp;Escape Artist&nbsp;checks, and&nbsp;Escape Artist&nbsp;is a class skill for you. <br><br>Nimble Fingers, Keen Mind<br>You have studied clockwork mechanisms and other mechanical wonders.<br>Benefit(s)&nbsp;You gain a +1&nbsp;trait bonus&nbsp;on&nbsp;Disable Device&nbsp;checks, and&nbsp;Disable Device&nbsp;is a class skill for you.<br><br><br>Draw back:<br>Meticulous<br>You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.<br>Effect:&nbsp;You take a –2 penalty on skill checks for skills with which you’re untrained.<br><br>Feats:<br><br>Weapon Finesse (Combat)<br>You are trained in using your agility in melee combat, as opposed to brute strength.<br>Benefit: With a light weapon,&nbsp;elven curve blade,&nbsp;rapier,&nbsp;whip, or&nbsp;spiked chain&nbsp;made for a creature of your size category, you may use your&nbsp;Dexterity&nbsp;modifier instead of your&nbsp;Strength&nbsp;modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.<br>Special: Natural weapons are considered light weapons.<br><br><br>Quick Draw (Combat)<br><br>You can draw weapons faster than most.<br>Prerequisite: Base attack bonus +1.<br>Benefit: You can draw a weapon as a&nbsp;free action&nbsp;instead of as a&nbsp;move action. You can draw a hidden weapon (see the&nbsp;Sleight of Hand&nbsp;skill) as a move action.<br>A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).<br>Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.<br>Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.<br><br>SoulKnife:<br>Weapon and Armor Proficiencies<br>A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).<br>Bonus Feat<br>The soulknife may choose&nbsp;Power Attack,&nbsp;Two-Weapon Fighting, or&nbsp;Weapon Focus&nbsp;(mind blade) as a bonus feat at 1st level.<br>1st level Feat: lost to take Cutthroat Archetype<br>Form Mind Blade (Su)<br>As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.<br>A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife’s chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for&nbsp;two-weapon fighting.<br>Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.<br>The blade can be&nbsp;broken&nbsp;(it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming&nbsp;damage reduction&nbsp;and is considered a masterwork weapon.<br>A soulknife can use feats such as&nbsp;Power Attack&nbsp;or&nbsp;Combat Expertise&nbsp;in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as&nbsp;Weapon Focus&nbsp;and&nbsp;Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as&nbsp;Weapon Finesse&nbsp;that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.<br>Even in places where psionic effects do not normally function (such as within a&nbsp;null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20&nbsp;Will&nbsp;save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new&nbsp;Will&nbsp;save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on&nbsp;Will&nbsp;saves made to maintain or form her mind blade equal to the total&nbsp;enhancement bonus&nbsp;of her mind blade (see below).<br>The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.<br>Shape Mind Blade<br>The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.<br>Throw Mind Blade<br>All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.<br>Wild Talent<br>The soulknife gains&nbsp;Wild Talent&nbsp;as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the&nbsp;Psionic Talent&nbsp;feat.<br><br>Blade Skills<br>Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill’s description.<br>Editors Note: A complete list of Blade skills can be found here,&nbsp;Blade Skills<br>2nd Level Blade Skill:<br>Psychic Toolkit<br>By concentrating her mind blade down into tiny slivers of hardened thought, the soulknife can create tools with which to perform a variety of tasks that she otherwise would need to use specialized tools for. With this blade skill, the soulknife may manifest her mind blade into different tools (artisans tools, a blanket, a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 50-foot silk rope with grappling hook, or more with GM discretion) as a move action. These tools add the mind blade’s enhancement bonus as a competence bonus on skill checks when using these tools, and if relevant they possess the standard hardness, hit points, and break DC of items of these types. The soulknife must maintain contact with these tools for them to remain cohesive. Upon reaching 5th level, these tools can be generated as a swift action.<br>Soul Knife Archetype:<br>Cutthroat<br>With the ability to create a blade from thin air, soulknives can be extremely effective assassins. Cutthroat soulknives work to be even better at infiltration as well as how to perfectly place strikes against their opponents. <br>Covert Training (Ex)<br>A cutthroat gains 6 +&nbsp;Intelligence&nbsp;modifier skill ranks at each level, instead of the normal 4 +&nbsp;Intelligence&nbsp;modifier skill ranks at each level.<br>This ability replaces the medium armor proficiency and shield proficiency normally gained by soulknives.<br>Cunning (Su)<br>A cutthroat of 2nd level gains a +1&nbsp;competence bonus&nbsp;on&nbsp;Bluff&nbsp;and&nbsp;Stealth&nbsp;skill checks made while maintaining psionic focus. Furthermore,&nbsp;Bluff&nbsp;is a class skill for the cutthroat. At 6th level and every four soulknife levels thereafter, this bonus increases by 1 (to a maximum of +5 at 18th level).<br>The cutthroat can expend his psionic focus to double this bonus for a single&nbsp;Bluff&nbsp;or&nbsp;Stealth&nbsp;skill check.<br>This ability replaces the&nbsp;bonus feat&nbsp;gained at first level.<br><br>Class Features<br>The following are class features of the cryptic.<br>Weapon and Armor Proficiencies<br>Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.<br>Powers Points/Day<br>A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on&nbsp;Table: The Cryptic. In addition, she receives bonus power points per day if she has a high&nbsp;Intelligence&nbsp;score (see&nbsp;Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.<br>Powers Known<br>A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.<br>Choose the powers known from the&nbsp;cryptic power list. (Exception: The feat&nbsp;Expanded Knowledge&nbsp;does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.<br>The total number of powers a cryptic can manifest in a day is limited only by her daily power points.<br>A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.<br>The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s&nbsp;Intelligence&nbsp;modifier.<br>Maximum Power Level Known<br>A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.<br>To learn or manifest a power, a cryptic must have an&nbsp;Intelligence&nbsp;score of at least 10 + the power’s level.<br>Pattern Designs (Su)<br>Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via&nbsp;Spellcraft&nbsp;checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of&nbsp;psionic tattoos&nbsp;that the cryptic can safely wear.<br>When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.<br>Altered Defense (Su)<br>A cryptic learns early on to modify the patterns around her to grant her protection as a&nbsp;swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her&nbsp;Intelligence&nbsp;modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a&nbsp;free action.<br>Absorb: The cryptic gains DR 1/-.<br>Deflect: The cryptic gains a +1&nbsp;dodge bonus&nbsp;to his AC.<br>Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.<br>Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).<br>Disrupt Pattern (Su)<br>All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains&nbsp;psionic focus, she selects one&nbsp;creature type&nbsp;as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s&nbsp;Intelligence&nbsp;modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.<br>Lesser Insights<br>Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.<br>Scribe Tattoo<br>At 1st level, cryptics receive&nbsp;Scribe Tattoo&nbsp;as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.<br>Trapfinding<br>A cryptic adds 1/2 her level to&nbsp;Perception&nbsp;skill checks made to locate traps and to&nbsp;Disable Device&nbsp;skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.<br>Trapmaker<br>A cryptic gains a competence bonus on&nbsp;Craft (traps)&nbsp;checks equal to her class level.<br><br>Powers Known:<br><br>Level 1: <br>Metamorphosis, Minor<br>Discipline&nbsp;psychometabolism<br>Level&nbsp;cryptic&nbsp;1,&nbsp;egoist&nbsp;1,&nbsp;psion/wilder&nbsp;2<br>MANIFESTING<br>Display&nbsp;Material<br>Manifesting Time&nbsp;1&nbsp;standard action<br>EFFECT<br>Range&nbsp;Personal<br>Target&nbsp;You<br>Duration&nbsp;1 min/level<br>Power Points&nbsp;cryptic&nbsp;1,&nbsp;egoist&nbsp;1,&nbsp;psion/wilder&nbsp;3<br>DESCRIPTION<br>You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on&nbsp;Disguise&nbsp;skill checks.<br>If you choose to imitate an existing person, you gain an additional +2&nbsp;circumstance bonus&nbsp;to&nbsp;Disguise&nbsp;checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2&nbsp;circumstance bonus&nbsp;to&nbsp;Intimidate&nbsp;checks.<br>In addition, you get one choice from either the&nbsp;Enhancement Menu A&nbsp;or&nbsp;Abilities Menu A.<br>Enhancement Menu A<br>+2&nbsp;enhancement bonus&nbsp;to&nbsp;Strength<br>+2&nbsp;enhancement bonus&nbsp;to&nbsp;Dexterity<br>+2&nbsp;enhancement bonus&nbsp;to&nbsp;Constitution<br>Increase your size by one size category (+2&nbsp;size bonus&nbsp;to&nbsp;Strength, -2 size penalty to&nbsp;Dexterity, appropriate size modifiers to AC,&nbsp;CMB,&nbsp;attack rolls, etc). This effect does not stack with other effects that increase your size.<br>Decrease your size by one size category (+2&nbsp;size bonus&nbsp;to&nbsp;Dexterity, -2 size penalty to&nbsp;Strength, appropriate size modifiers to AC,&nbsp;CMB,&nbsp;attack rolls, etc). This effect does not stack with other effects that decrease your size.<br>Increase your base land speed by 10 feet.<br>Abilities Menu A<br>You gain 5&nbsp;temporary hit points.<br>You gain the&nbsp;Cleave&nbsp;feat.<br>You gain the&nbsp;Improved Trip&nbsp;feat.<br>You gain a +1&nbsp;natural armor bonus.<br>You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).<br>You gain&nbsp;Resistance&nbsp;5 against one of these energy types: Cold, Acid, Fire, Electricity.<br>You gain a swim speed of 20 feet.<br>You gain a climb speed of 20 feet.<br>You gain a&nbsp;burrow&nbsp;speed of 15 feet.<br>Augment&nbsp;For every 2&nbsp;power points&nbsp;you spend, you gain one choice from&nbsp;Enhancement Menu A&nbsp;and one choice from&nbsp;Abilities Menu A. You may not choose the same option twice.<br><br><br>&nbsp;Acrobatics&nbsp;(Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Autohypnosis&nbsp;(Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Climb&nbsp;(Str):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft&nbsp;(Tattoo)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft&nbsp;(Traps)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>Diplomacy&nbsp;(Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1<br>&nbsp;Disable Device&nbsp;(Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=1+2+3+1<br>&nbsp;Disguise&nbsp;(Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>Escape Artist&nbsp;(Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1 <br>&nbsp;Intimidate&nbsp;(Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=2+2+3<br>&nbsp;Knowledge&nbsp;(psionics) (Int):&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Perception&nbsp;(Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp;Sleight of Hand&nbsp;(Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Spellcraft(Int): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Stealth&nbsp;(Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp;&nbsp;Swim&nbsp;(Str): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>History:<br>Neyri's Stay at&nbsp; Valora's Stay at the prison was all because she was taking a vacation in the woods and with no signs warning her she was on private property in her sleep she was taken and woke up in this strange prision subjected to tests and torments for no reason the a honest mistake. They really should post signs for tourists more often.</div></div>Xeph Female Soulknife/Cryptic<br>HP: 25/25<br>Current active spells/Buffs: None<br>Current debilitating conditions: Sickened, Nauseated, Exhausted.<br>Tag: Introduction Yuna and Kireen<br><br>After watching the&nbsp; scene of&nbsp; the fellow prisoner mutating and&nbsp; one getting mauled and the creature getting put down she shook her head a bit and took a moment to asses the aftermath,the new cell and its broken inhabatiant and watched Kireen and Yuna for a moment. When&nbsp; Yuna finished speaking and the guards went back to&nbsp; their make shift tables. She looked at her worn rags and tore so of the cloth off that looked mostly clean and handed it to Kireen. this left the brown skinned girls midriff bare. " Here take this, Yuna I am glad to see your will and morals intact but you must save your strength if you wish to keep living by them." she offered a weak smile but a smile nonetheless despite her physical condition.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>12-01-2019, 21:17:16</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/fPmBXhD.jpg)</div><strong>Unknown Woman</strong><br>Human Female ???<br><strong>HP</strong>: ??/?? [Looks badly injured]<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: Sickened, Nauseated, Exhausted.<br><strong>Tag</strong>: Party<br><br><hr>The woman's face will tilt towards the party. Staring at them, and espically Murei Yuna. The bindings that hold her will hum a faint magical glow, but none of the guardsman seem to notice it. <br><br>It is at this moment, you all feel a strange sort of... Attraction... to the woman. Like an effect similar to charm person, but you require no will save. You are fully self aware of your sudden interest in the woman. <br><br>You will all hear a whisper in your head. "Help me... I'll help you... I can... Fix yous... I'll... Heal... Her..."<br><br>You can all feel your aliments leave you. Murei Yuna, you start to feel... A warmth. Your injuries are healing. But with the blood covering them, you 'look' like a complete mess still. Nobody but you is the wiser in your healed state.<br><br>The woman will violently cough. This will catch the guards attention as they look over to her. As the woman will puke up yellow liquid violently and unpleasantly.<br><br><hr>Party can remove Sickened and Exhausted.<br>Murei Yuna has fast healing 1, for 2 minutes.<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>12-01-2019, 21:26:44</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/Kkqzl03.jpg)</div>Sozuari Guard(s)<br>Human Male ??<br><strong>HP</strong>: ??/??<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: Bound woman<br><br><hr>Guard (A) will look at the woman. "uh. Is she alright? Should we get Valora?" Guard (C) will have a pft response. <br>&nbsp;"You want to go get Valora? Cuz I don't. One fits fine, if she does it again... Then we'll go inform Valora." 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Roleplay Frog</strong> on <strong>12-01-2019, 21:49:57</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.pinimg.com/originals/b0/75/03/b07503ff8d19553aa39c2fa3435ce6ea.jpg)</div><strong>Murei Yuna (https://elliquiy.com/forums/index.php?topic=298035.msg14587518#msg14587518)</strong> <br>Human Female, Slayer<br><strong>HP</strong>: 9/31<br><strong>Current active spells/Buffs</strong>: Fast Healing 1, 19 rounds<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: Guardsmen, Kireen, Etrigan, Marie<br><hr><br>Yuna kept an eye on the yellow liquid. Then, she blinked. Who.. no. Whatever this girl was, Yuna felt stronger and more aware than she had for... too long a time. "Actually, thank you two for your kindness but I'm.. huh.. I can .. deal with this, really..." She mused, taking both Kireen's and Marie's rags to fashion herself a makeshift Bra by knotting them together.<br>"But! Your share of clothing will not go.. unused.." She nodded, and then stepped closer to everyone, trying to draw them together, before whispering. <br><br><em>"I don't know about you, but I can be decently dangerous with little to no equipment. You heard the guards, they'll only take action if we get rowdy.. so.. if one or two of you might want to do that.. I have a suspicion that&nbsp; I could steal away a key if you give me an opening... or if we could face this issue without this particular guard..."</em> She glanced to the one that kept the others in line all the time, C. <em>"Well.. if any of you are good at pretending to start a fight or otherwise draw their attention and get them close, I'm suddenly feeling like I can fight again and them not knowing this could be our chance."</em> Yuna nodded to the others, glancing from one to the other, before, raising her voice, she exclaimed...<br><br>"I can't take this anymore!!" Before retreating to the back of the cell, pretending to go even more broken after being denied the guards-heal. In reality, she was subtly searching about. This cell was a makeshift one, perhaps it hadn't been cleaned out properly. A loose chain. A nail, even a piece of wood she could break into two sharp enough pieces would do her just fine.<br>After that, she would pretend to silently weep, whilest actually subtly shifting into the shadows of the cell, hoping her companions could catch the guards glances... and her assasine training showed, with ease she slipped from view one actively watched her all the time. She even went so far as to subtly slide up by pushing her hands left and right into the walls, before hanging there, missing only the (skintight, ofc) ninja outfit.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Actions/rolls</div><div class="spoiler_body">I intend to have 1 post = 1 fast heal point, until we get into genuine turn based combat territory.<br><br>Using perception to search for potentially improvised weapons in the cell.<br>Roll Result: Super Frog rolled: 1d20, adding 6 to the total<br>Comment: perception<br>Result: 9,<br>Total: 15<br><br>Afterwards, as move action, using Stealth to hide if she is unobserved, or rather, the guards observe someone other than her.<br>Roll Result: Super Frog rolled: 1d20, adding 7 to the total<br>Comment: stealth<br>Result: 19,<br>Total: 26<br><br>Aaand she's gone!<br>While I roll so well, let's see if I can climb a little up into the corner just for style purposes..<br>Roll Result: Super Frog rolled: 1d20, adding 11 to the total<br>Comment: climb<br>Result: 5,<br>Total: 16<br></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Triggvi</strong> on <strong>12-01-2019, 22:10:28</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">&nbsp; &nbsp; &nbsp; &nbsp; (https://elliquiy.com/elluiki/images/4/42/Kireen2.jpeg)</div>Kireen of the Perfected Temple (https://docs.google.com/document/d/1zk8NbpA4qoGZ0CguXiDEFqvo2zEjr6SJ9j4abqBhY4g/edit?usp=sharing)<br><strong>Race/class:</strong> Human looking Female 3rd lvl unchained monk<br><strong>HP:</strong> 25/25<br><strong>Current active spells/Buffs:</strong> None<br><strong>Current debilitating conditions:</strong> None<br><strong>Tag:</strong> Thanks for all the fish<br><br>Kireen looks at the woman with empathy in her eyes. "Thank you for the healing. The discomfort of the aliments was getting overwhelming. I mean that sincerely. My teacher always said that if it walks like a duck and quacks like a duck it usually is a duck, unless it casts a compulsion spell then it it not a duck. I am very hesitant to believe she mean what you say." Thinking to herself. <br><br>She turns toward Murei "I am also one that can hold my own without a weapon, but we should have a plan before inviting a beat down into this cell. I don't know what any of my cellmates are capable of other than enduring this hardship." &nbsp;in a hushed voice looking around to the others with pleading eyes.<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Marie Reynolds</strong> on <strong>13-01-2019, 19:56:47</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/0/01/Neyri.png)</div>Nyri<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Gender: Female<br>Age: 26<br>Height:5'<br>Weight:107<br>Alignment: Neutral <br>Class: Soul Knife:2/Cryptic 1<br>Personality: Nyri is rather easy going and non judgmental. She takes people&nbsp; in stride and accepts them for&nbsp; there&nbsp; positive traits and flaws. She is reserved and polite, yet when you get to know her she can be quite playful and lighthearted. She also has the&nbsp; work hard play hard mentality.<br><br>Str: 12<br>Dex: 15<br>Con:13<br>Int: 13<br>Wis: 13<br>Cha: 15<br><br>HP:25<br>AC: 14=10+2+2<br>FF:12<br>T: 12<br><br>BAB: +2<br>M:4<br>R:4<br><br>Fort: 1=0+1<br>Ref: 7=5+2<br>Will: 6=5+1<br><br>PP: 4<br>Languages:<br>Common, Xeph, Elven<br>Weapons:<br><br>Rapier MW<br>20 gp<br>1d4<br>1d6<br>18–20/x2<br>—<br>2 lbs.<br>P<br>finesse<br>PZO1110<br><br><br>Shortbow, composite +1<br>150 gp<br>1d4<br>1d6<br>x3<br>70 ft.<br>2 lbs.<br>P<br>—<br>PZO1110<br><br><br>Dagger x5<br>2 gp<br>1d3<br>1d4<br>19-20/x2<br>10 ft.<br>1 lb.<br>P or S<br>—<br>PZO1110<br>20 Common Arrows 3lbs<br><br>Armor:<br>Lamellar Cuirass<br><br>Eastern Light Armor<br>Cost 15 gp; Weight 8 lbs.<br>Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0<br>Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.<br>Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.<br>This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.<br>Equipment:<br><br>Kit, Disguise, Statue (This is here for reference,does not carry two disguise kits)<br>Price 50 gp; Weight 8 lbs.<br>This disguise kit includes metallic or stone-colored makeup and cloth that you can apply to appear to be a statue; it grants a +2 bonus only on Disguise checks to resemble metal, stone, or similar materials. You take a –5 penalty on Disguise checks when impersonating an inanimate object. A viewer can attempt a single Perception check opposed by your Disguise check upon viewing you, and an additional check each time a creature interacts with you. This kit is exhausted after 10 uses.<br>Kit, Infiltration<br>Price 140 gp; Weight 15 lbs.<br>This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.<br>Tools, Artisan’s MW ( one Set for Tattoos, One set for Trap making)<br>These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.<br>Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.<br>Concealable Thieves’ Tools: Price 190 gp; Weight 1/2 lb.; Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PZO1134<br>Kit, Mess<br>Price 2 sp; Weight 1 lb.<br>This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.<br>Kit, Grooming<br>Price 1 gp; Weight 2 lbs.<br>This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.<br>Kit, Shaving<br>Price 15 gp; Weight 1/2 lb.<br>A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.<br>Tent<br>Source PZO1115<br>Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.<br>Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.<br>Bedroll<br>Price 1 sp; Weight 5 lbs.<br>This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.<br>Blanket<br>Source PZO1115<br>Price 5 sp; Weight 3 lbs.<br>This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.<br>Donkey<br>4 days&nbsp; worth of animal feed<br>Saddle Pack<br>Outfit, Explorer’s free 8 lbs<br>Source PZO1110<br>This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.<br>Outfit, Artisan’s 4lbs<br>Source PZO1110<br>This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.<br>Outfit, Burglar’s<br>Source PPZO94102<br>Price 5 gp; Weight 5 lbs.<br>This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.<br>Outfit, Cold-Weather<br>Source PZO1110<br>This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.<br>Back pack 7lbs<br>bit and bridle 1lbs<br>4 days of trail rations 4lbs<br>100 ft of Hempen rope&nbsp; The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs. <br><br><br>Racial Traits:<br>Standard Racial Traits<br>Ability Score Modifiers: Xephs are quick and outgoing, but not very strong. They gain +2 Dexterity, +2 Charisma, but suffer –2 Strength<br>Size: Xephs are Medium creatures and have no bonuses or penalties due to their size.<br>Type: Xephs are of the humanoid (xeph) type.<br>Speed: Xephs have a base speed of 30 feet.<br>Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.<br>Other Racial Traits<br>Innate Resistance: Xephs receive a +1 racial bonus on saving throws against powers, spells, and spell-like effects.<br>Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the Psionic Talent feat.<br>Burst (Su): Three times per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.<br>Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.<br>Vision: Xephs have darkvision 60 ft. See Vision and Light for details.<br><br><br>Traits:<br>Influence<br>Your position in society grants you special insight into others, and special consideration or outright awe from others.<br>Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Choice: Diplomacy.<br><br>Unshackled<br>Benefit(s): You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. <br><br>Nimble Fingers, Keen Mind<br>You have studied clockwork mechanisms and other mechanical wonders.<br>Benefit(s) You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.<br><br><br>Draw back:<br>Meticulous<br>You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.<br>Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.<br><br>Feats:<br><br>Weapon Finesse (Combat)<br>You are trained in using your agility in melee combat, as opposed to brute strength.<br>Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.<br>Special: Natural weapons are considered light weapons.<br><br><br>Quick Draw (Combat)<br><br>You can draw weapons faster than most.<br>Prerequisite: Base attack bonus +1.<br>Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.<br>A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).<br>Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.<br>Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.<br><br>SoulKnife:<br>Weapon and Armor Proficiencies<br>A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).<br>Bonus Feat<br>The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.<br>1st level Feat: lost to take Cutthroat Archetype<br>Form Mind Blade (Su)<br>As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.<br>A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife’s chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.<br>Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.<br>The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.<br>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.<br>Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).<br>The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.<br>Shape Mind Blade<br>The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.<br>Throw Mind Blade<br>All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.<br>Wild Talent<br>The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.<br><br>Blade Skills<br>Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill’s description.<br>Editors Note: A complete list of Blade skills can be found here, Blade Skills<br>2nd Level Blade Skill:<br>Psychic Toolkit<br>By concentrating her mind blade down into tiny slivers of hardened thought, the soulknife can create tools with which to perform a variety of tasks that she otherwise would need to use specialized tools for. With this blade skill, the soulknife may manifest her mind blade into different tools (artisans tools, a blanket, a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 50-foot silk rope with grappling hook, or more with GM discretion) as a move action. These tools add the mind blade’s enhancement bonus as a competence bonus on skill checks when using these tools, and if relevant they possess the standard hardness, hit points, and break DC of items of these types. The soulknife must maintain contact with these tools for them to remain cohesive. Upon reaching 5th level, these tools can be generated as a swift action.<br>Soul Knife Archetype:<br>Cutthroat<br>With the ability to create a blade from thin air, soulknives can be extremely effective assassins. Cutthroat soulknives work to be even better at infiltration as well as how to perfectly place strikes against their opponents. <br>Covert Training (Ex)<br>A cutthroat gains 6 + Intelligence modifier skill ranks at each level, instead of the normal 4 + Intelligence modifier skill ranks at each level.<br>This ability replaces the medium armor proficiency and shield proficiency normally gained by soulknives.<br>Cunning (Su)<br>A cutthroat of 2nd level gains a +1 competence bonus on Bluff and Stealth skill checks made while maintaining psionic focus. Furthermore, Bluff is a class skill for the cutthroat. At 6th level and every four soulknife levels thereafter, this bonus increases by 1 (to a maximum of +5 at 18th level).<br>The cutthroat can expend his psionic focus to double this bonus for a single Bluff or Stealth skill check.<br>This ability replaces the bonus feat gained at first level.<br><br>Class Features<br>The following are class features of the cryptic.<br>Weapon and Armor Proficiencies<br>Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.<br>Powers Points/Day<br>A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Cryptic. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.<br>Powers Known<br>A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.<br>Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.<br>The total number of powers a cryptic can manifest in a day is limited only by her daily power points.<br>A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.<br>The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier.<br>Maximum Power Level Known<br>A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.<br>To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.<br>Pattern Designs (Su)<br>Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.<br>When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.<br>Altered Defense (Su)<br>A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.<br>Absorb: The cryptic gains DR 1/-.<br>Deflect: The cryptic gains a +1 dodge bonus to his AC.<br>Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.<br>Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).<br>Disrupt Pattern (Su)<br>All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.<br>Lesser Insights<br>Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.<br>Scribe Tattoo<br>At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.<br>Trapfinding<br>A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.<br>Trapmaker<br>A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.<br><br>Powers Known:<br><br>Level 1: <br>Metamorphosis, Minor<br>Discipline psychometabolism<br>Level cryptic 1, egoist 1, psion/wilder 2<br>MANIFESTING<br>Display Material<br>Manifesting Time 1 standard action<br>EFFECT<br>Range Personal<br>Target You<br>Duration 1 min/level<br>Power Points cryptic 1, egoist 1, psion/wilder 3<br>DESCRIPTION<br>You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.<br>If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.<br>In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.<br>Enhancement Menu A<br>+2 enhancement bonus to Strength<br>+2 enhancement bonus to Dexterity<br>+2 enhancement bonus to Constitution<br>Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.<br>Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.<br>Increase your base land speed by 10 feet.<br>Abilities Menu A<br>You gain 5 temporary hit points.<br>You gain the Cleave feat.<br>You gain the Improved Trip feat.<br>You gain a +1 natural armor bonus.<br>You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).<br>You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.<br>You gain a swim speed of 20 feet.<br>You gain a climb speed of 20 feet.<br>You gain a burrow speed of 15 feet.<br>Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.<br><br><br>&nbsp;Acrobatics (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Autohypnosis (Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Climb (Str):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft (Tattoo)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft (Traps)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>Diplomacy (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1<br>&nbsp;Disable Device (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=1+2+3+1<br>&nbsp;Disguise (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>Escape Artist (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1 <br>&nbsp;Intimidate (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=2+2+3<br>&nbsp;Knowledge (psionics) (Int):&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Perception (Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp;Sleight of Hand (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Spellcraft(Int): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Stealth (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp; Swim (Str): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>History:<br>Neyri's Stay at&nbsp; Valora's Stay at the prison was all because she was taking a vacation in the woods and with no signs warning her she was on private property in her sleep she was taken and woke up in this strange prision subjected to tests and torments for no reason the a honest mistake. They really should post signs for tourists more often.</div></div><br>Xeph Female Soulknife/Cryptic<br>HP: 25/25<br>Current active spells/Buffs: None<br>Current debilitating conditions: None.<br>Tag: Party<br><hr><br>Neyri&nbsp; caught what the&nbsp; chained to the wall prisoner did and made no real movement just&nbsp; seemed lost in thought for a moment and wondered if she missed a fault in the collar suppressing her own abilities.<br><br>Neyri closed her eyes took a deep breath and&nbsp; opened them and kept looking forward and idly tracing&nbsp; the lines in the stone floor like she was trying to distract herself from something, but really it was just an excuse to&nbsp; be looking around for something that could be used as a crude weapon and crude lock picks in case the other's rose to action.<br><br>Neyri projected her thoughts to the others now connected&nbsp; by our minds <em>calm yourselves and silence your minds and realize we have all been connected to hear each other. If we are to act, we need to be on the same page and be ready to strike when the moment comes. with this collar I can't use my full abilities but if we can get me some make shift tools till I can find my belongings I can pick locks. I wonder if our benefactor has a distraction in mind.</em>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>13-01-2019, 20:41:47</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/fPmBXhD.jpg)</div><strong>Unknown Woman</strong><br>Human Female ???<br><strong>HP</strong>: ??/?? [Looks badly injured]<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: Sickened, Nauseated, Exhausted.<br><strong>Tag</strong>: Party<br><hr><br>A mental idea of the shaking of the head. The woman, regaining some of her functions and breathing normally, does look worse off now. Her mental capacities definately hindered as you all can feel her slow response. "Too... Restrained... Too... Held back. I can... Sleep... One of them... But... I don't know... if it'd kill me..."<br><hr><br>Your cell remains mostly barren. There is a small raggity rug of a sort here. But it's clear that it was designed to be a cell. The only difference from your other cells is that it has no hooks or cuffs along the wall to attach you too. So you're given more freedom within this cell. As the only things restraining you are manacles that are supposed to be attached to the walls. Thus they have no chain imbetween them.<br><br>Spellcasters or psonic users, like Nyri and Etrigan, are given a special collar cuff. This device disables their spellcasting or super natural abilities when worn. <br><br>Looking around the cell, Murei will notice a wooden leg of a chair. Just within arm's reach of the cell. With your discreetness, it is more than easy enough to pull into the cell.<br><br>As Nyri will, feeling the grooves of the brick flooring, find an area that the bindings have worn off in. And reaching within, a femur bone is lodged within. It'll take a few seconds of prying it loose. But you will find yourself pulling it free.<br><hr><br>Nyri and Murei now have a club each. No need to apply improvised penalties to them<br><hr>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Triggvi</strong> on <strong>13-01-2019, 21:46:40</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">&nbsp; &nbsp; &nbsp; &nbsp; (https://elliquiy.com/elluiki/images/4/42/Kireen2.jpeg)</div>Kireen of the Perfected Temple (https://docs.google.com/document/d/1zk8NbpA4qoGZ0CguXiDEFqvo2zEjr6SJ9j4abqBhY4g/edit?usp=sharing)<br><strong>Race/class:</strong> Human looking Female 3rd lvl unchained monk<br><strong>HP:</strong> 25/25<br><strong>Current active spells/Buffs:</strong> None<br><strong>Current debilitating conditions:</strong> None<br><strong>Tag:</strong> the party<br><br>Taking a deep breath and letting it out. Using the discipline she learned as a monk of the Perfected temple. She tries push her thoughts through the link. "We need a way to draw the guards into the cell without going for Valora. Perhaps making them angry. We could use a lesson from nature and throw poop at them. We have plenty of that."<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Waldham</strong> on <strong>13-01-2019, 23:05:55</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/thumb/0/0d/Sarah-finnigan-summoner-sarahfinnigan.jpg/800px-Sarah-finnigan-summoner-sarahfinnigan.jpg)</div><strong>Black Hand, Etrigan (https://elliquiy.com/forums/index.php?topic=298035.50)</strong> <br>Human Male,&nbsp; Shaman Animist<br><strong>HP</strong>: 19/19<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: the party<br><hr><em><br>*These capabilities can be helped. She's powerful.*</em><br>I look at the unknown woman. <br>*<em>But it's perhaps a trap, does this woman work with Valora ? Hmmmm !</em>*<br>&nbsp;I'm saying only to my companions of the cell :<br>"It's strange, no ? We are five. Just like five fingers on a hand."<br>I'm shaking as evidence the fingers of my right hand.<br>"Can you tell me about my collar ? What need I to open it ? Is there a lock ?"<br>I'm starting to palpate carefully the collar.<br><br>"If you can help me with it, I can attempt to search the keys but&nbsp; it would be useful to know where they are."<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Perception</div><div class="spoiler_body">At 2019-01-13 16:05:21, Waldham (uid: 62360) rolls: 1d20a12 Result: 23 (https://elliquiy.com/forums/dicebot.php?r=129273)</div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Ryu Wojin</strong> on <strong>13-01-2019, 23:44:40</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/Kkqzl03.jpg)</div>Sozuari Guard(s)<br>Human Male ??<br><strong>HP</strong>: ??/??<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: cards guys?<br><br><hr>The guards seem none alerted. If anything. They have a sigh of relief and drop the attention given to the bound woman once she stopped puking. Cards? Yea! One would pull out a deck of cards as a game would get started. The one Guard (C) would occasionally hurl the joke at the other Guard (A) going to have some fun and get his dick bitten off. Atleast the woman shut up. They'd have to rough her up even more than the one beast did if she didn't.<br><br><hr><strong>Tag :</strong> Etrigan<br><br>You can see keys upon Guard (C). A nice collection too. You know your collar requires a key to get off. Unforunately... The only way to see if any of those keys would remove your collar... Would be to try them.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Waldham</strong> on <strong>16-01-2019, 11:30:09</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/thumb/0/0d/Sarah-finnigan-summoner-sarahfinnigan.jpg/800px-Sarah-finnigan-summoner-sarahfinnigan.jpg)</div><strong>Black Hand, Etrigan (https://elliquiy.com/forums/index.php?topic=298035.50)</strong> <br>Human Male,&nbsp; Shaman Animist<br><strong>HP</strong>: 19/19<br><strong>Current active spells/Buffs</strong>: None<br><strong>Current debilitating conditions</strong>: None<br><strong>Tag</strong>: the party<br><hr><em><br>*I think I should share this idea with my other companions.*</em><br><br>&nbsp;I'm saying only to my companions of the cell :<br>"Well, well, I have an idea. I can send my right hand to attempt to steal the keys on the guard. It is very small, so there is less chance that&nbsp; would be seen by the guards and it has a fine finger. What do you think?"<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Triggvi</strong> on <strong>19-01-2019, 22:28:32</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">&nbsp; &nbsp; &nbsp; &nbsp; (https://elliquiy.com/elluiki/images/4/42/Kireen2.jpeg)</div>Kireen of the Perfected Temple (https://docs.google.com/document/d/1zk8NbpA4qoGZ0CguXiDEFqvo2zEjr6SJ9j4abqBhY4g/edit?usp=sharing)<br><strong>Race/class:</strong> Human looking Female 3rd lvl unchained monk<br><strong>HP:</strong> 25/25<br><strong>Current active spells/Buffs:</strong> None<br><strong>Current debilitating conditions:</strong> None<br><strong>Tag:</strong> Etrigan, Nyri<br><br>Kireen looks at Etrigan with surprise and gets a shy wicked smile. (Through the Telepathic link) "I have read about such things but I have never meet anyone the could detach their hand before. Wow! How can I help?"
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Apostle Invasion (IC) Chapter 1 : Here we are.</strong><br>
				Post by: <strong>Marie Reynolds</strong> on <strong>02-02-2019, 11:36:01</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://elliquiy.com/elluiki/images/0/01/Neyri.png)</div>Nyri<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Gender: Female<br>Age: 26<br>Height:5'<br>Weight:107<br>Alignment: Neutral <br>Class: Soul Knife:2/Cryptic 1<br>Personality: Nyri is rather easy going and non judgmental. She takes people&nbsp; in stride and accepts them for&nbsp; there&nbsp; positive traits and flaws. She is reserved and polite, yet when you get to know her she can be quite playful and lighthearted. She also has the&nbsp; work hard play hard mentality.<br><br>Str: 12<br>Dex: 15<br>Con:13<br>Int: 13<br>Wis: 13<br>Cha: 15<br><br>HP:25<br>AC: 14=10+2+2<br>FF:12<br>T: 12<br><br>BAB: +2<br>M:4<br>R:4<br><br>Fort: 1=0+1<br>Ref: 7=5+2<br>Will: 6=5+1<br><br>PP: 4<br>Languages:<br>Common, Xeph, Elven<br>Weapons:<br><br>Rapier MW<br>20 gp<br>1d4<br>1d6<br>18–20/x2<br>—<br>2 lbs.<br>P<br>finesse<br>PZO1110<br><br><br>Shortbow, composite +1<br>150 gp<br>1d4<br>1d6<br>x3<br>70 ft.<br>2 lbs.<br>P<br>—<br>PZO1110<br><br><br>Dagger x5<br>2 gp<br>1d3<br>1d4<br>19-20/x2<br>10 ft.<br>1 lb.<br>P or S<br>—<br>PZO1110<br>20 Common Arrows 3lbs<br><br>Armor:<br>Lamellar Cuirass<br><br>Eastern Light Armor<br>Cost 15 gp; Weight 8 lbs.<br>Armor Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0<br>Arcane Spell Failure Chance 5%; Speed 30 ft./20 ft.<br>Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.<br>This armor consists of a light breastplate and shoulder guards made from lacquered leather plates bound together and fitted over a silk shirt.<br>Equipment:<br><br>Kit, Disguise, Statue (This is here for reference,does not carry two disguise kits)<br>Price 50 gp; Weight 8 lbs.<br>This disguise kit includes metallic or stone-colored makeup and cloth that you can apply to appear to be a statue; it grants a +2 bonus only on Disguise checks to resemble metal, stone, or similar materials. You take a –5 penalty on Disguise checks when impersonating an inanimate object. A viewer can attempt a single Perception check opposed by your Disguise check upon viewing you, and an additional check each time a creature interacts with you. This kit is exhausted after 10 uses.<br>Kit, Infiltration<br>Price 140 gp; Weight 15 lbs.<br>This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.<br>Tools, Artisan’s MW ( one Set for Tattoos, One set for Trap making)<br>These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.<br>Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.<br>Concealable Thieves’ Tools: Price 190 gp; Weight 1/2 lb.; Smaller and made of stronger materials than most thieves’ tools, the items in this kit are much easier to conceal. You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks). Source PZO1134<br>Kit, Mess<br>Price 2 sp; Weight 1 lb.<br>This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.<br>Kit, Grooming<br>Price 1 gp; Weight 2 lbs.<br>This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.<br>Kit, Shaving<br>Price 15 gp; Weight 1/2 lb.<br>A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.<br>Tent<br>Source PZO1115<br>Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.<br>Small/Normal: A small tent holds one Medium creature and takes 20 minutes to assemble.<br>Bedroll<br>Price 1 sp; Weight 5 lbs.<br>This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.<br>Blanket<br>Source PZO1115<br>Price 5 sp; Weight 3 lbs.<br>This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.<br>Donkey<br>4 days&nbsp; worth of animal feed<br>Saddle Pack<br>Outfit, Explorer’s free 8 lbs<br>Source PZO1110<br>This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.<br>Outfit, Artisan’s 4lbs<br>Source PZO1110<br>This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.<br>Outfit, Burglar’s<br>Source PPZO94102<br>Price 5 gp; Weight 5 lbs.<br>This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.<br>Outfit, Cold-Weather<br>Source PZO1110<br>This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.<br>Back pack 7lbs<br>bit and bridle 1lbs<br>4 days of trail rations 4lbs<br>100 ft of Hempen rope&nbsp; The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs. <br><br><br>Racial Traits:<br>Standard Racial Traits<br>Ability Score Modifiers: Xephs are quick and outgoing, but not very strong. They gain +2 Dexterity, +2 Charisma, but suffer –2 Strength<br>Size: Xephs are Medium creatures and have no bonuses or penalties due to their size.<br>Type: Xephs are of the humanoid (xeph) type.<br>Speed: Xephs have a base speed of 30 feet.<br>Languages: Xephs begin play speaking Common and Xeph. Xephs with high Intelligence scores can choose from the following: Aquan, Draconic, Dwarven, Elven, and Goblin.<br>Other Racial Traits<br>Innate Resistance: Xephs receive a +1 racial bonus on saving throws against powers, spells, and spell-like effects.<br>Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the Psionic Talent feat.<br>Burst (Su): Three times per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.<br>Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.<br>Vision: Xephs have darkvision 60 ft. See Vision and Light for details.<br><br><br>Traits:<br>Influence<br>Your position in society grants you special insight into others, and special consideration or outright awe from others.<br>Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Choice: Diplomacy.<br><br>Unshackled<br>Benefit(s): You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you. <br><br>Nimble Fingers, Keen Mind<br>You have studied clockwork mechanisms and other mechanical wonders.<br>Benefit(s) You gain a +1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.<br><br><br>Draw back:<br>Meticulous<br>You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.<br>Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.<br><br>Feats:<br><br>Weapon Finesse (Combat)<br>You are trained in using your agility in melee combat, as opposed to brute strength.<br>Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.<br>Special: Natural weapons are considered light weapons.<br><br><br>Quick Draw (Combat)<br><br>You can draw weapons faster than most.<br>Prerequisite: Base attack bonus +1.<br>Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.<br>A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).<br>Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.<br>Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.<br><br>SoulKnife:<br>Weapon and Armor Proficiencies<br>A soulknife is proficient with all simple weapons, with her own mind blade (regardless of form), with light and medium armor, and with shields (but not tower shields).<br>Bonus Feat<br>The soulknife may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (mind blade) as a bonus feat at 1st level.<br>1st level Feat: lost to take Cutthroat Archetype<br>Form Mind Blade (Su)<br>As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.<br>A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife’s chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.<br>Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.<br>The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.<br>A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.<br>Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).<br>The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.<br>Shape Mind Blade<br>The soulknife’s mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.<br>Throw Mind Blade<br>All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.<br>Wild Talent<br>The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.<br><br>Blade Skills<br>Beginning at 2nd level and every even soulknife level thereafter, a soulknife may choose one of a number of abilities to add to her repertoire. Some blade skills have prerequisites that must be met before they can be chosen. All blade skills may only be chosen once and require the soulknife to be using her mind blade unless otherwise stated in the skill’s description.<br>Editors Note: A complete list of Blade skills can be found here, Blade Skills<br>2nd Level Blade Skill:<br>Psychic Toolkit<br>By concentrating her mind blade down into tiny slivers of hardened thought, the soulknife can create tools with which to perform a variety of tasks that she otherwise would need to use specialized tools for. With this blade skill, the soulknife may manifest her mind blade into different tools (artisans tools, a blanket, a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 50-foot silk rope with grappling hook, or more with GM discretion) as a move action. These tools add the mind blade’s enhancement bonus as a competence bonus on skill checks when using these tools, and if relevant they possess the standard hardness, hit points, and break DC of items of these types. The soulknife must maintain contact with these tools for them to remain cohesive. Upon reaching 5th level, these tools can be generated as a swift action.<br>Soul Knife Archetype:<br>Cutthroat<br>With the ability to create a blade from thin air, soulknives can be extremely effective assassins. Cutthroat soulknives work to be even better at infiltration as well as how to perfectly place strikes against their opponents. <br>Covert Training (Ex)<br>A cutthroat gains 6 + Intelligence modifier skill ranks at each level, instead of the normal 4 + Intelligence modifier skill ranks at each level.<br>This ability replaces the medium armor proficiency and shield proficiency normally gained by soulknives.<br>Cunning (Su)<br>A cutthroat of 2nd level gains a +1 competence bonus on Bluff and Stealth skill checks made while maintaining psionic focus. Furthermore, Bluff is a class skill for the cutthroat. At 6th level and every four soulknife levels thereafter, this bonus increases by 1 (to a maximum of +5 at 18th level).<br>The cutthroat can expend his psionic focus to double this bonus for a single Bluff or Stealth skill check.<br>This ability replaces the bonus feat gained at first level.<br><br>Class Features<br>The following are class features of the cryptic.<br>Weapon and Armor Proficiencies<br>Cryptics are proficient with all simple, plus the rapier and shortbow. Cryptics are proficient with light armor but not with shields. Armor does not interfere with the cryptic’s class features.<br>Powers Points/Day<br>A cryptic’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Cryptic. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.<br>Powers Known<br>A cryptic begins play knowing one cryptic power of your choice. Each time she achieves a new level, she unlocks the knowledge of a new power.<br>Choose the powers known from the cryptic power list. (Exception: The feat Expanded Knowledge does allow a cryptic to learn powers from the lists of other classes.) A cryptic can manifest any power that has a power point cost equal to or lower than her manifester level.<br>The total number of powers a cryptic can manifest in a day is limited only by her daily power points.<br>A cryptic simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.<br>The Difficulty Class for saving throws against cryptic powers is 10 + the power’s level + the cryptic’s Intelligence modifier.<br>Maximum Power Level Known<br>A cryptic begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.<br>To learn or manifest a power, a cryptic must have an Intelligence score of at least 10 + the power’s level.<br>Pattern Designs (Su)<br>Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos. The cryptic’s known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power’s level. These tattoos do not count against the number of psionic tattoos that the cryptic can safely wear.<br>When a cryptic manifests one of her powers, it creates a visual pattern of energy during the action taken to manifest the pattern. While the cryptic’s powers have the normal displays for psionic powers – auditory, mental, and the like – this visual pattern unique to the cryptic cannot be suppressed as normal displays can be suppressed.<br>Altered Defense (Su)<br>A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.<br>Absorb: The cryptic gains DR 1/-.<br>Deflect: The cryptic gains a +1 dodge bonus to his AC.<br>Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.<br>Every four cryptic levels thereafter, this bonus increases by 1 (to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level).<br>Disrupt Pattern (Su)<br>All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic’s focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic’s Intelligence modifier. This attack deals half damage if the target’s type is not of the cryptic’s active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.<br>Lesser Insights<br>Cryptics learn minor powers they can use at will to aid them in a variety of ways. The cryptic gains 2 talents from the cryptic talent list.<br>Scribe Tattoo<br>At 1st level, cryptics receive Scribe Tattoo as a bonus feat. A cryptic can scribe tattoos of any power she knows (up to 3rd level). The power must be one that can be made into a tattoo. The cryptic does not need to meet the prerequisites for this feat.<br>Trapfinding<br>A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.<br>Trapmaker<br>A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.<br><br>Powers Known:<br><br>Level 1: <br>Metamorphosis, Minor<br>Discipline psychometabolism<br>Level cryptic 1, egoist 1, psion/wilder 2<br>MANIFESTING<br>Display Material<br>Manifesting Time 1 standard action<br>EFFECT<br>Range Personal<br>Target You<br>Duration 1 min/level<br>Power Points cryptic 1, egoist 1, psion/wilder 3<br>DESCRIPTION<br>You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change beyond the options selected below. This grants you a +10 bonus on Disguise skill checks.<br>If you choose to imitate an existing person, you gain an additional +2 circumstance bonus to Disguise checks to convince people that you are that person. If you choose to take on an intimidating, horrifying, or otherwise imposing form, you gain a +2 circumstance bonus to Intimidate checks.<br>In addition, you get one choice from either the Enhancement Menu A or Abilities Menu A.<br>Enhancement Menu A<br>+2 enhancement bonus to Strength<br>+2 enhancement bonus to Dexterity<br>+2 enhancement bonus to Constitution<br>Increase your size by one size category (+2 size bonus to Strength, -2 size penalty to Dexterity, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that increase your size.<br>Decrease your size by one size category (+2 size bonus to Dexterity, -2 size penalty to Strength, appropriate size modifiers to AC, CMB, attack rolls, etc). This effect does not stack with other effects that decrease your size.<br>Increase your base land speed by 10 feet.<br>Abilities Menu A<br>You gain 5 temporary hit points.<br>You gain the Cleave feat.<br>You gain the Improved Trip feat.<br>You gain a +1 natural armor bonus.<br>You gain a natural slam/claw/bite (pick one) attack that deals 1d8 damage if Medium (1d10 if Large).<br>You gain Resistance 5 against one of these energy types: Cold, Acid, Fire, Electricity.<br>You gain a swim speed of 20 feet.<br>You gain a climb speed of 20 feet.<br>You gain a burrow speed of 15 feet.<br>Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. You may not choose the same option twice.<br><br><br>&nbsp;Acrobatics (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Autohypnosis (Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Climb (Str):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft (Tattoo)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Craft (Traps)(Int):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>Diplomacy (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1<br>&nbsp;Disable Device (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=1+2+3+1<br>&nbsp;Disguise (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>Escape Artist (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;8=2+2+3+1 <br>&nbsp;Intimidate (Cha):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;7=2+2+3<br>&nbsp;Knowledge (psionics) (Int):&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Perception (Wis):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp;Sleight of Hand (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=1+2+3<br>&nbsp;Spellcraft(Int): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>&nbsp;Stealth (Dex):&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;6=2+1+3<br>&nbsp; Swim (Str): &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;5=1+1+3<br>History:<br>Neyri's Stay at&nbsp; Valora's Stay at the prison was all because she was taking a vacation in the woods and with no signs warning her she was on private property in her sleep she was taken and woke up in this strange prision subjected to tests and torments for no reason the a honest mistake. They really should post signs for tourists more often.</div></div><br>Xeph Female Soulknife/Cryptic<br>HP: 25/25<br>Current active spells/Buffs: None<br>Current debilitating conditions: None.<br>Tag: Party<br><hr><br>Neyri&nbsp; took a glance at the guard with the keys and then the other guards to get an exact count.&nbsp; Then through the link to each others minds Neyri conveys: " Well&nbsp; he have to create some type of&nbsp; scene that they will have to come into the cell to deal with us. Is anyone good at acting? Also when we&nbsp; make our move we will need to decide now on the fate of the guards and we must not hesitate on what we decide, We can try and merely subdued and restrain and silence them and let them live to an unknown fate at the hands of Valora or we have them meet their end at our hands. What is&nbsp; more inline with everyone's conscience? <br><br>Neyri&nbsp; gives of a very calm state and one of not trying to force one route or another in the link she comes of as she wants to show proper concern and courtesy to coming up with a plan that everyone can live with themselves afterwards.<br>
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>