No! NO! My bite intoxicates people, a man who is a doctor gave me a potion to drink, drink gave me an intoxicating bite! Here bring me something to nibble on and I'll show you!
they grab a wooden rod, a leather strap, and a squishy, spongy, sack like thing, and have you bite each in turn. they keep you under observation and strapped in. The other guy - the one you bit - is kept likewise under observation. He sleeps fitfully, jerking around and flailing his arms and legs as much as his restraints allow. but after a time, he seems to calm.
Level-up: +5 to charisma, +5 to skill specializations (new specialization: gambling).
And with this levelup, see where I can buy a larger hat around here. Perhaps even a helmet! But one in which I can keep money!
Leveled on my spreadsheet.
the commissary has some standard hats - sun blockers, rain gear, a couple pathetically unstylish brown bags. Nothing fancy. the range in price is from about 100 copper for a small white sunhat to a silver for a large, pointy widebrimmed thing. As for helmets, the armory has what you are after - anything from a leather skullhugger to a bronze helmet with chain neckguard, and some additional pointy hats. "For wizards" the attendant explains laconically. the more metal, the higher the price. You could afford a leather helm, or a copper one. there is a little conical wizard hat for new apprentices that has some room in the tip which you could get. The attendant acknowledges that a pocket could be sewn into it without damaging the minor enchantment placed on it. 1500 copper (a silver is 1000 copper).
Hmm im thinking +5 strength and +5 skill mastery with a side order of sorcery specialization.
throwing harmful magics is con based right?
Leveled, but you said "thinking," so I have that noted.
Constitution based? can you link me what I said before? I believe it is magic skill based, but with a constitution reaction / modifier. that is, it is magic that affects you physiaclly, since you are physically affecting someone else.
Request telekinetic capability if possible. Failing that, a manipulative appendage of some sort.
+ing Skill Mastery and Will.
Leveled. the Alchemists ponder and pore over texts, argue and discuss and procrastinate, before finally drawing out a complex symbol with chalck, copper, diamond dust and some other stuff, and imbuing you with a minor telekinesis. You can lift a few pounds of matter, but will need to be able to see what you are handling. No big deal for a scrying ball, right? They also take your shell apart and tinker with your innards, installing a pair of tiny little arms, suitable for fine manipulation of objects within about three inches of your person. You can finally remove that eyelash that's been bothering you. Careful not to poke yourself in ... the .... in the eye.
In case I'm supposed to post this stuff here:
Initial dex to +0, initial cha to -1.
+5 points to dex, +5 points to skill mastery (acrobatics).
Dar'yajira will wait until people stop paying attention to him and then use the opportunity to sneak out. Or, if he doesn't get that opportunity, he'll eventually just randomly sprint out at max velocity.
After escaping, Dar will wander around while staying out of the way. Maybe look for the borders of this place?
here's a rough sketch of the outline of the canyon. The circle in the center is the arena. The 8 is the cafeteria. most of the living quarters are carved into the outer rim of the canyon. they are either at floor level, or some distance up the walls, but none are at the top of the rim, that you find. You find two paths up toward the surface outside the canyon. A bird settles on a crag nearby and watches you.
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