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== Nathaniel Winter III ==
== Nathaniel Winter III ==
* [[Wild:Nathaniel Winter/Personality Profile|Nathaniel Winter/Personality Profile]]
* [[Wild:Nathaniel Winter/Logsheet|Nathaniel Winter/Logsheet]]
* [[Wild:Nathaniel Winter/Patron Deity|Nathaniel Winter/Patron Deity]]
* [[Wild:Nathaniel Winter/Race and Template|Nathaniel Winter/Race and Template]]
* [[Wild:Nathaniel Winter/Binder Build]]


=== Build (ECL4) ===
<div style="background:#98AFC7; float:right; padding:1em; color:#fff !important;">
'''Notes:''' Remy's character is more effective frontline. Going to change build, but not race or story.
[[File:Nathaniel-oots.png]]
* [[Wild:PC/Nathaniel/Personality Profile|Personality Profile]]
* [[Wild:PC/Nathaniel/Logsheet|Logsheet]]
* [[Wild:PC/Nathaniel/Servants|Servants]]
* [[Wild:PC/Nathaniel/Racial|Racial]]
* [[Wild:PC/Nathaniel/Patron Deity|Patron Deity]]
* [[Wild:PC/Nathaniel/Island|Island]]
</div>
<!-- Breakdown - Class, including racial skill point
#  Class    BAB    FORT    REF    WILL    HD/DP  Skill  Feats
1  Arch    0.50  2.50    0.33  2.50    6/?      36      1HD, human
2  Arch    0.50    .50    0.33    .50    6/?      9      -
3  Arch    0.50    .50    0.33    .50    6/?      9      3HD
4  Arch    0.50    .50    0.33    .50    6/?      9      -
5  Arch    0.50    .50    0.33    .50    6/?      9      -
6  Arch    0.50    .50    0.33    .50    6/?      9      6HD
7  Arch    0.50    .50    0.33    .50    6/?      9      -
8  Arch    0.50    .50    0.33    .50    6/?      9      -
====================================================================================
8            4.00  6.00    2.66  6.00              99      4


Monk 1/Binder 1<br/>
Maxed skills (for free): Profession (Storyteller) and Knowledge (Religion)
LN Medium Humanoid (Hellbred)<br/>
Bonus skill points: 1 rank to Profession (Scribe)
'''Init''' +6; '''Senses:''' Listen +5; Spot +5
Strength counts as one higher for carrying capacity
<hr>
Daryl Points: 5 for Draconic Archivist
'''AC:''' 20; '''Touch:''' 12; '''Flat-footed:''' 16<br/>(+2 dex; +2 natural; +4 armor; +2 buckler)<br/>
 
'''HP:''' 12+1d8 (2d8+4)<br/>
-->
'''Fast Healing 1''' When less than half HP<br/>
'''Archivist 8''' LN(E) Medium Undead (Reptilian) ''formerly middle-aged human''<br/>
'''DR''' 5/silver or magic<br/>
'''Init''' +2; '''Senses:''' Low-light Vision, Darkvision 60'; Spot/Listen +7<br/>
'''Fort:''' +5, '''Ref''' +2, '''Will''' +2<br/>
'''Action Points:''' 10
+4 vs Poison<br/>
 
'''Resist''' Cold 5/Electricity 5
=== Defense ===
<hr>
 
'''Speed:''' 40'<br/>
'''AC:''' 17; '''Touch:''' 13; '''Flat-footed:''' 14 (+3 dex; +4 armor)<br/>
'''Melee:''' Morningstar +4 (1d8+2 b-p / 20&times;2) and Slam -2 (1d6+2 magic / 20&times;2) <br/>
'''HP:''' 67 (8d12, 13HD for turning)<br/>
'''Melee:''' Slam +3 (1d6+2 magic / 20&times;2) <br/>
'''Fort:''' +6 (8), '''Ref''' +5 (7), '''Will''' +9 (11) | +2 profane to Will saves to resist ''Control Undead''<br/>
'''Ranged:''' Light Crossbow +4 (1d8 p / 19&times;2 / 80') <br/>
<small style="line-height:1.2em">'''Immune''' All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).</small>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +7<br/>
 
Each successful pin drains 1d4 Con, gain 5 temp HP
=== Offense ===
<hr>
 
'''Abilities''' Str 14+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | Cha 15 +2 <br/>
'''Speed:''' 30'; Climb 15'<br/>
*'''Feats'''<br/>
'''Melee:''' Gauntlet, Spiked +3 (1d4 20&times;2) <br/>
** 1: '''Improved Binding''' Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
'''Ranged:''' Tongue +7 (no dmg / 10')<br/>
** V: '''Improved Initiative'''
'''Ranged:''' Light Crossbow +8 (1d8 / 19&times;2 / 80' / Move to reload)<br/>
** HB: '''Devil's Favor''' 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +4; '''Grapple:''' +3<br/>
** Monk1: '''Improved Unarmed Strike'''
 
** Monk1: '''Improved Grapple'''
{{Page-break}}
 
=== Spells & Consumables ===
 
'''Spells''' CL8 '''DC''' 14+lvl '''Close''' 45' [8] '''Medium''' 180' '''Long''' Far<br/>
{|
| valign="top" width="45%" |
*'''4th (4)'''
** '''Dismissal''' [S-only&times;1]
** Divination
** '''Freedom of Movement''' [S&times;1]
** Haste
** Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
** Imbue with Spell Ability
** '''Inflict Critical Wounds''' [P-only&times;1] ''4d8+9''
** '''Planar Tolerance''' [S&times;1]
** Shield of Faith, Mass ''+3 deflection''
** '''Swim, Mass*''' [S&times;1]
** Summon Undead 4
 
*'''3rd (5)'''
** Animate Dead
** Bestow Curse
** Inflict Serious Wounds ''3d8+7''
** Magic Vestment
** Recitation ''+2 AC/att/saves''
** '''Resist Energy Mass ''Resist 20''''' [S&times;1]
** Speak with Dead
** Summon Undead 3  
** '''Vigor, Mass Lessor*''' [S&times;1]
** Vine Mine ''Medium, 10*CL radius, multiple effects'' (Gained after going into town)
| valign="top" width="45%" |
*'''2nd (5)'''
** Barkskin  ''Touch, +3 natural AC''
** '''Bull's Strength''' [S&times;1]
** Close Wounds ''Swift, 1d4+5''
** Cure Moderate Wounds*
** Decomposition ''Living enemies w/i 50' bleed for 3 after taking a wound''
** Desecrate
** Divine Insight
** '''Divine Protection''' [S&times;1] ''+1 morale AC/Saves, 20'rad, CL@min''
** Fins to Feet*
** '''Invisibility''' [S&times;3]
** '''Inflict Moderate Wounds''' [P-only&times;1] ''2d8+3''
** '''Lesser Restoration''' [S&times;2]
** '''Silence''' [S&times;3]
** '''Snake's Swiftness Mass''' [S&times;3] [W&times;47]
** '''Spiritual Weapon''' [S&times;1] ''dagger +6 / 1d8+2''
** '''Swim''' [S&times;2] ''1 round cast, medium, 10min@CL''
** '''Summon Undead 2''' [S&times;2]
 
*'''1st (6)'''
** '''Bless''' [S&times;1]
** Cure Light Wounds
** Cause Fear
** Conviction ''+2 morale saves''
** '''Faerie Fire''' [S-only&times;2]
** Gentle Repose
** Grease
** '''Hide from Undead''' [S-only&times;1]
** '''Inflict Light Wounds''' [W&times;34]
** Longstrider
** '''Magic Weapon''' [S&times;3] [P&times;1]
** '''Obscuring Mist''' [S&times;2]
** '''Shield of Faith''' [S&times;2] ''+3 deflection AC''
** Skeletal Companion
** Summon Undead I
** Updraft
 
*'''0th (4)''' All cleric zeros
|}
<nowiki>*</nowiki> Spell are in the ship's spellbook
<hr>
 
*'''Orbs''' ''full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each''
** Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)
{{Page-break}}
=== Special Abilities ===
 
==== Offensive ====
 
'''Contagion (Ex, Usable once)''' Touch; Fort DC 13 (negates) or [http://www.drinkinganddragons.com/dndrupal/spell/contagion contract a disease from this list]. <br/>
'''Curse of the Sea Witch (Sp) 1/day:''' As ''Bestow Curse'' except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68) <br/>
'''Dark Knowledge 5/day''' Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3
{|
| valign="top" width="30%" |
* Arcana (constructs, dragons, magical beasts)
* Dungeoneering (aberrations)
| valign="top" width="30%" |
* Nature (fey, giants)
* Religion (undead)
| valign="top" width="30%" |
* The planes (outsiders, elementals)
|}
 
==== Utility ====
 
'''Bardic Knowledge''' +11<br/>
'''Boots of Jump''' (Swift, +20)<br/>
'''Contingent ''Blindsight, Greater''''' Immediate action; Grants Blindsight 60' and lasts 11 minutes.
{{Page-break}}
=== Statistics ===
 
'''Abilities''' Str 8 -1 | Dex 16 +3 | Con ---  | Int 18 +4 | Wis 17 +3 | Cha 15 +2  <br/>
*'''Feats''' Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants &amp; Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons &amp; Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
*'''Daryl Points:''' 1
*'''Skills'''
*'''Skills'''
** Diplomacy +6
{|
** Intimidate +8
| valign="top" width="30%" |
+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot<br/>
 
'''Language(s):''' Infernal, Common
;Acrobatics (Dex) (0 ranks)
<hr>
: [[d20:skills.htm#balance|Balance]] +3
'''Items''' Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of ''Longstrider'' (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp
: [[d20:skills.htm#tumble|Tumble]] +3
<hr>
 
'''Weapon and Armor Proficiency:''' Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.  
;Athletics (Str) (0 ranks)
: [[d20:skills.htm#climb|Climb]]  -1
: [[d20:skills.htm#jump|Jump]]  -1 (+19 with Boots)
: [[d20:skills.htm#swim|Swim]] -1
 
;Animals (Cha) (0 ranks)
: [[d20:skills.htm#handleanimal|Handle Animal]] +2
: [[d20:skills.htm#ride|Ride]] +2
 
;Concentration (Con) (10 ranks)
: [[d20:skills.htm#autohypnosis|Autohypnosis]] +10
: [[d20:skills.htm#concentration|Concentration]] +10
 
;[[d20:skills.htm#craft|Craft]] (Int) +4
: Skill (0 ranks)
 
;Deception (Cha) (6 ranks)
: [[d20:skills.htm#bluff|Bluff]] +8
: [[d20:skills.htm#disguise|Disguise]] +8 (+18 hat)
 
;[[d20:skills.htm#heal|Heal]] (Wis) (2 ranks) +5
 
;Influence (Cha)(6 ranks)
: [[d20:skills.htm#diplomacy|Diplomacy]] +8
: [[d20:skills.htm#intimidate|Intimidate]] +8
 
| valign="top" width="30%" |
 
;Inspect (Int) (0 ranks)
: [[d20:skills.htm#appraise|Appraise]] +4
: [[d20:skills.htm#search|Search]] +4
 
;Legerdemain (Dex) (0 ranks)
: [[d20:skills.htm#escapeartist|Escape Artist]] +3
: [[d20:skills.htm#sleightofhand|Sleight of Hand]] +3
 
;Linguistics (Int) (3 ranks)
: [[d20:skills.htm#decipherscript|Decipher Script]] +9
: [[d20:skills.htm#forgery|Forgery]] +9
 
;Mechanics (Dex) (0 ranks)
: [[d20:skills.htm#disable device|Disable Device]] +3
: [[d20:skills.htm#openlocks|Open Locks]] +3
 
;Notice (Wis) (4 ranks)
: [[d20:skills.htm#listen|Listen]] +7
: [[d20:skills.htm#spot|Spot]] +7
 
;[[d20:skills.htm#perform|Perform]] (Oratory/Storytelling) (Cha) (11 ranks) +13
 
;[[d20:skills.htm#profession|Profession]] (Barrister) (Wis) (2 ranks) +5
;[[d20:skills.htm#profession|Profession]] (Hunter) (Wis) (1 ranks) +4
;[[d20:skills.htm#profession|Profession]] (Scribe) (Wis) (1 ranks) +4
 
;Streetwise (Wis) (2 ranks)
: [[d20:skills.htm#gatherinformation|Gather Information]] +5
: [[d20:skills.htm#sensemotive|Sense Motive]] +5


=== Binder ===
| valign="top" width="30%" |


'''Binding check +3''' (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.
;Spellcraft (Int) (3 ranks)
: [[d20:skills.htm#psicraft|Psicraft]] +7
: [[d20:skills.htm#spellcraft|Spellcraft]] +12


'''The Difficulty Class is 12''' for saving throws against any supernatural power granted by a vestige (10 + 1/2 your effective binder level + your Cha modifier).
;Stealth (Dex) (7 ranks)
: [[d20:skills.htm#hide|Hide]] +20 (+10 racial)
: [[d20:skills.htm#movesilently|Move Silently]] +14 (+4 racial)


=== Monk ===
;Survival (Wis) (0 ranks)
: [[d20:skills.htm#survival|Survival]]
: [[d20:skills.htm#userope|Use Rope]]


'''AC Bonus (Ex)''' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
;Use Magic (Int) (0 ranks)
: [[d20:skills.htm#usemagicdevice|Use Magic Device]] 
: [[d20:skills.htm#usepsionicdevice|Use Psionic Device]]


'''Flurry of Blows''' Extra attack but all attacks suffer -2.
;[[d20:skills.htm#knowledge|Knowledge]] (Arcana, Dungeoneering, History, Nature, Religion, Planes)  (10 ranks) +14 (+16 religion, +21 arcana)


=== Racial ===
;Initiative (n/a) (0 ranks)


'''Charm Gaze (Su):''' Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire’s influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire’s charm gaze cannot be affected by that half vampire’s charm gaze for 24 hours. The ability has a range of 30 feet.
;[[d20:skills.htm#speaklanguage|Speak Language]]
: Replacing Common: Ignan
: Int: Elvish, Dwarven, Infernal, Giant


'''Fast Healing (Ex):''' A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
|}




[[Category:Wild:PC]]
[[Category:Wild:NPC]]
[[Category:Wild]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]
__NOTOC__

Latest revision as of 07:45, 2 June 2016

Nathaniel Winter III

Archivist 8 LN(E) Medium Undead (Reptilian) formerly middle-aged human
Init +2; Senses: Low-light Vision, Darkvision 60'; Spot/Listen +7
Action Points: 10

Defense

AC: 17; Touch: 13; Flat-footed: 14 (+3 dex; +4 armor)
HP: 67 (8d12, 13HD for turning)
Fort: +6 (8), Ref +5 (7), Will +9 (11) | +2 profane to Will saves to resist Control Undead
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Offense

Speed: 30'; Climb 15'
Melee: Gauntlet, Spiked +3 (1d4 20×2)
Ranged: Tongue +7 (no dmg / 10')
Ranged: Light Crossbow +8 (1d8 / 19×2 / 80' / Move to reload)
Space: 5'; Reach: 5'; BAB: +4; Grapple: +3

Spells & Consumables

Spells CL8 DC 14+lvl Close 45' [8] Medium 180' Long Far

  • 4th (4)
    • Dismissal [S-only×1]
    • Divination
    • Freedom of Movement [S×1]
    • Haste
    • Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
    • Imbue with Spell Ability
    • Inflict Critical Wounds [P-only×1] 4d8+9
    • Planar Tolerance [S×1]
    • Shield of Faith, Mass +3 deflection
    • Swim, Mass* [S×1]
    • Summon Undead 4
  • 3rd (5)
    • Animate Dead
    • Bestow Curse
    • Inflict Serious Wounds 3d8+7
    • Magic Vestment
    • Recitation +2 AC/att/saves
    • Resist Energy Mass Resist 20 [S×1]
    • Speak with Dead
    • Summon Undead 3
    • Vigor, Mass Lessor* [S×1]
    • Vine Mine Medium, 10*CL radius, multiple effects (Gained after going into town)
  • 2nd (5)
    • Barkskin Touch, +3 natural AC
    • Bull's Strength [S×1]
    • Close Wounds Swift, 1d4+5
    • Cure Moderate Wounds*
    • Decomposition Living enemies w/i 50' bleed for 3 after taking a wound
    • Desecrate
    • Divine Insight
    • Divine Protection [S×1] +1 morale AC/Saves, 20'rad, CL@min
    • Fins to Feet*
    • Invisibility [S×3]
    • Inflict Moderate Wounds [P-only×1] 2d8+3
    • Lesser Restoration [S×2]
    • Silence [S×3]
    • Snake's Swiftness Mass [S×3] [W×47]
    • Spiritual Weapon [S×1] dagger +6 / 1d8+2
    • Swim [S×2] 1 round cast, medium, 10min@CL
    • Summon Undead 2 [S×2]
  • 1st (6)
    • Bless [S×1]
    • Cure Light Wounds
    • Cause Fear
    • Conviction +2 morale saves
    • Faerie Fire [S-only×2]
    • Gentle Repose
    • Grease
    • Hide from Undead [S-only×1]
    • Inflict Light Wounds [W×34]
    • Longstrider
    • Magic Weapon [S×3] [P×1]
    • Obscuring Mist [S×2]
    • Shield of Faith [S×2] +3 deflection AC
    • Skeletal Companion
    • Summon Undead I
    • Updraft
  • 0th (4) All cleric zeros

* Spell are in the ship's spellbook


  • Orbs full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each
    • Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)

Special Abilities

Offensive

Contagion (Ex, Usable once) Touch; Fort DC 13 (negates) or contract a disease from this list.
Curse of the Sea Witch (Sp) 1/day: As Bestow Curse except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68)
Dark Knowledge 5/day Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3

  • Arcana (constructs, dragons, magical beasts)
  • Dungeoneering (aberrations)
  • Nature (fey, giants)
  • Religion (undead)
  • The planes (outsiders, elementals)

Utility

Bardic Knowledge +11
Boots of Jump (Swift, +20)
Contingent Blindsight, Greater Immediate action; Grants Blindsight 60' and lasts 11 minutes.

Statistics

Abilities Str 8 -1 | Dex 16 +3 | Con --- | Int 18 +4 | Wis 17 +3 | Cha 15 +2

  • Feats Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants & Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons & Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
  • Daryl Points: 1
  • Skills
Acrobatics (Dex) (0 ranks)
Balance +3
Tumble +3
Athletics (Str) (0 ranks)
Climb -1
Jump -1 (+19 with Boots)
Swim -1
Animals (Cha) (0 ranks)
Handle Animal +2
Ride +2
Concentration (Con) (10 ranks)
Autohypnosis +10
Concentration +10
Craft (Int) +4
Skill (0 ranks)
Deception (Cha) (6 ranks)
Bluff +8
Disguise +8 (+18 hat)
Heal (Wis) (2 ranks) +5
Influence (Cha)(6 ranks)
Diplomacy +8
Intimidate +8
Inspect (Int) (0 ranks)
Appraise +4
Search +4
Legerdemain (Dex) (0 ranks)
Escape Artist +3
Sleight of Hand +3
Linguistics (Int) (3 ranks)
Decipher Script +9
Forgery +9
Mechanics (Dex) (0 ranks)
Disable Device +3
Open Locks +3
Notice (Wis) (4 ranks)
Listen +7
Spot +7
Perform (Oratory/Storytelling) (Cha) (11 ranks) +13
Profession (Barrister) (Wis) (2 ranks) +5
Profession (Hunter) (Wis) (1 ranks) +4
Profession (Scribe) (Wis) (1 ranks) +4
Streetwise (Wis) (2 ranks)
Gather Information +5
Sense Motive +5
Spellcraft (Int) (3 ranks)
Psicraft +7
Spellcraft +12
Stealth (Dex) (7 ranks)
Hide +20 (+10 racial)
Move Silently +14 (+4 racial)
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Arcana, Dungeoneering, History, Nature, Religion, Planes) (10 ranks) +14 (+16 religion, +21 arcana)
Initiative (n/a) (0 ranks)
Speak Language
Replacing Common: Ignan
Int: Elvish, Dwarven, Infernal, Giant