Drinking & Dragons

Wild:PC/Brilla/Vestiges/Andromalius

From Drinking and Dragons

Andromalius was a renown rogue across many of the islands of the Wilding. He would work for the highest bidder and the highest bidder was often the church of Olidammara. One of his missions from the church was to retrieve crates from a caravan headed to an island that was quarantined for unknown reasons. Andromalius later found after the heist that the crates he stole contained medicine for a plague that consumed the island, causing the death of most of the infected populace. Since that day, he stopped all thievery and used his slight of hand to better the lives of others through juggling, pranks, and the like. When sacrificed on the Alter of the Ancestors, he has it done not by his family but by one of the few survivors of the island he wronged to show to penance.

Sign: You gain an extra digit on each limb. This appendage prevents you from wearing normal gloves or gauntlets, but magic gloves and gauntlets reshape to fit you.

Influence: When influenced by Andromalius, you become a devious mischief-maker who delights in causing small calamities— especially misunderstandings between friends and incidents of mistaken identity. However, Andromalius cannot now abide acts of theft, so he forbids you to steal from a creature, take an item from a dead body, or remove someone else’s possession from a location without permission so long as you are under the jurisdiction of an authority whose laws expressly forbid such activities. By the same logic, you cannot take possession of any object that you know to be stolen.

Granted Abilities: The abilities that Andromalius grants help you catch thieves and return stolen goods, discover wickedness and underhanded dealings, and punish wrongdoers.

Jester’s Mirth: As a standard action, you can cause an opponent to break into uncontrollable laughter. This ability functions like a Tasha’s hideous laughter spell (caster level equals your effective binder level), except that an affected creature can make an additional saving throw at the end of each of its turns to end the effect. Once you have used this ability, you cannot do so again for 5 rounds.

Locate Item: At will, you can sense the direction of any well known or clearly visualized object that lies within 100 feet per effective binder level of your location. If you wish to find a specific object, this ability works only if you have seen the object firsthand and can accurately visualize its peculiarities. Otherwise, the direction of the nearest object of the same type is revealed. You can sense the direction of only one item each round. This ability does not reveal the direction to a disguised object such as a secret door unless you can clearly visualize its disguised form, nor does it tell you the distance to the object.

See the Unseen: At will, you can use see invisibility as the spell (caster level equals your effective binder level).

Sense Trickery: You gain a +4 bonus on Sense Motive checks, on Appraise checks, and on Spot checks made to oppose Disguise checks. In addition, you automatically notice when a creature uses Sleight of Hand to take something from you. This ability is always active while you are bound to Andromalius.

Sneak Attack: You deal an extra 2d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the opponent is within 30 feet. For every five effective binder levels you possess beyond 5th, your sneak attack damage increases by an additional 1d6 points. For example, a 15th-level binder deals an extra 4d6 points of damage with his sneak attack. See the rogue class feature on page 50 of the Player’s Handbook. If you get a sneak attack bonus from another source, the bonuses to damage stack.