My friend, it should not concern you that the value of trust can be measured in gold ounces. Gold is dependable; it gets around.
- Origin Humans
- Class Bard
- Kit Merchant
- Culture Doglander
- Faction Tehuti
- Ethos Arbitrator
The Faht Bottom Inn was built on top of an ancient honeycomb. Its underground catacombs lead to ancient tunnels dug by the great dune wyrms of Mamara. Faht resides at the inn with his wife, Yadira and daughter, Zara.
Once per season, leaders of various factions meet at Jafar's inn to attract new crews and trade intelligence. Faht Bottom is one of the only places in the world where a Dread Legion pirate and a Prim Rose buccaneer can share a drink without drawing swords.
The Faht Bottom Inn is the perfect setting for the classic "the party meets at a tavern" RPG setup, but with a twist. The PCs have ventured to Faht Bottom to find a captain that can help them get out of the desert and begin their adventure. As a GM, each captain you place here can serve as a potential direction for the campaign, as they are each headed to different corners of the world. However, unbeknowst to them, the Retainer master Felix Underwood and his clockwerk companion Edwin Graves-Harrington have hatched a plot to drug all the captains assembled at the Inn this season, and steal their airships. When the PCs arrive, they will learn that the Inn has changed hands, but it's up to them to realize Felix has kidnapped Jafar and is holding his daughter (now a barmaid) hostage. This places the party in the position to save the day, proving their worthiness as a crew to whichever captain they most desire to travel with.
You may distribute 11 points to your attributes upon character creation, but if you do, you start with 1 fewer skill.
Choose an art: singing, dancing, or playing. You may choose to make the duration of any spell you cast indefinite, as long as you are performing your art (the duration of your spell is 0 as opposed to a number of rounds equal to your level plus the MP you spend). If you choose to do so, you cannot cast concentration spells or attack while performing your art. Your art must make noise audible to all in the encounter to work. You may use Performance in lieu of any Arcana skill with your maleficence or spell checks.
As a savvy business mogul, you start with 500 gold instead of 250 at character creation. When you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%. As long as you have MP, you are considered skilled in any checks involving business affairs.
Palm Pistol +10
Bare Fists or Feet +1
The victim is deafened until after their next action. Deaf victims receive disadvantage on defense checks.
You summon to your command a hivemind of your choosing. The volume of hiveminded creatures is equal to the spell's area of effect and the type of hivemind depends on where the spell is cast (an urban setting might summon rats, whereas a woodland setting might summon birds or insects). If the hivemind is used to cause harm, choose a maleficence of equivalent peril to deal damage to all those in the area of effect, once upon its summoning. The hivemind cannot be dispersed by mundane means and has no HP.
Your enchantment makes a single living monster or non-monstrous creature friendly towards you and assuages their suspicions. When you are casting this spell, it is not apparent to the untrained eye. This spell immediately fails if anyone in the area of effect is engaged in hostile action with the victim or its allies, or if you or your allies take hostile action thereafter. When engaged in social combat with the target, you receive advantage on all rolls. A charmed creature will maintain its disposition toward you after the spell ends, unless it is intelligent and there is reason to question the friendship or the enchantment is revealed.
You can manipulate the flow, direction, and intensity of a weather pattern in the area effect of the spell, invoking torrential rain, strikes of lightning, or torrents of wind. If the weather is used to cause harm to a target, apply the peril of a corresponding maleficence.
You call upon your magic patron to grant a target other than yourself supernatural aid. Make a prayer to your patron. The GM chooses a spell appropriate for your situation, and you bestow this spell upon your target. You must expend 1 MP to cast this spell and 1 MP to bestow the spell upon your target. The target may cast the spell at a later time, whether or not they are a spellcaster, but the magical charge transferred thereby will only last 24 hours.
Your magic patron gifts you with supernatural insight to bestow upon an object. Choose a mundane object and a location (known or unknown). The object becomes enchanted and will permanently indicate the cardinal direction of the location you name.
See Spirit Realm
This spell affects one encounter space per MP spent. You read the area for spiritual impressions, such as ghostly ectoplasms or the negative energy of undead. Your senses reveal hidden or magically concealed entities of this kind as well as their type, origin, ethos, and general disposition. In surveying the area, you also receive visual and auditory impressions of the circumstances of their demise.
With magical insight, you or your target enhance your vision to see through illusions and other non-magical falsehoods in the spell's area of effect. For 1 MP, that which is hidden is revealed. For 2 MP, you see through disguises. For 3 MP, lies sound false to you and written untruths glow magically.
Zone of Truth
Your magic expunges lies in the area of effect. Although they are not forced to tell the truth, anyone within the area of effect is unable to tell a lie.
Choose a Weapon
Damage you deal with this weapon ignores soak.