Post by jessica on Aug 4, 2016 16:05:40 GMT -5
Jessica -- Sapphire Champion -- Dice:2d64 -- HP:32 -- DDC:15 -- Primary Devout-Monk -- Combat Affinity -- Teamwork: Brilliant Inspiration -- Flaws: Bad Seed, Compulsive Honesty // weakness: Cold
Screen Name: trueredblood
Alignment: Lawlful Good
Languages: Common, Draconic, Abyssal, Beastial
Country of Origin: Offworld
Description: Jessica only has two forms, that of a horse sized red dragon with four legs and massive wings, horns atop her head and thick harden scales that make it hard to get through with simple arrows or swords. Her other form is that of a 4'8" young woman whose ears are slightly long and pointed, often mistaken for an elf if it wasn't for her mannerisms of being blunt. Her eyes are sparkling green, like emeralds that give truth that she isn't some simple humanoid, and she is proving that while she might be small and look weak, she is becoming stronger and stronger by the day.
Personality: Blunt. That is one of the things people would say about Jessica, she is a wild force of passion that is charismatic naturally, sweet and good natured that often those of darker either are put off by it, or crave to corrupt it. She is a free spirited female, she is flirty with anyone who [opens that door] and isn't afraid to show it openly. She is fiercely protective of those she deems as her close friends, or lovers but she isn't an overly aggressive type of person and won't throw the first punch.
Current Rank: Sapphire Champion
Current Dice: 2d64
Current Hit Points: 32
Defense DC: 14 (10 Base + Quickness)
Traits
Strength [10] Quickness [5] Endurance [3] Willpower [0] Intelligence [0] Perception [3] Charisma [0]
Flaws:
Bad Seed
It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Primary Class: Devout
Class Bonus: ' Holy Symbol', a devout gains a holy symbol or any material and +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Monk
Profession Bonus: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magic so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or on-handed monk weapon (at no cost).
Automatic Skills: You may choose one free monk skill, or Rezz Dead.
Secondary Class: Combat
Class Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Profession: N/A
Profession Bonus:
Race: Red Dragon
Racial Weakness (if applicable): Cold
Racial Skill: Dragon Breath A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass ranged Strike. This is an innate skill.
Prerequisites: Dragon Racial
Racial Skill: Lucky Duck - You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure.
(CC)
Racial Skill: Self-Healing - You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Flavor:
Alluring Tongue - People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
Flavor:
Fireblood - The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of 5 healing points when you take this skill, but allows you to use your Self-Heal Skill in this manner (fireblood healing).
Prerequisite: Self-Healing
Flavor:
Beastspeak
Flavor:
Entrepreneur - You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
Flavor:
Incredible Insight - You are very good at determining a creature's body language, giving you a +5 on Insight checks.
Flavor
(crystal) Acrobatic - You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(CC)
(crystal) Sidestep - You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
(CC - Acrobatic)
(crystal) Alert - You gain a +5 to Spot and Listen Checks.
(crystal) Remove Curse - This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision).
**Curse removals are up to the DM, they may allow or disallow per their decisions.
Prerequisite: Magical or Psionic Affinity OR Devout Class
(crystal) Strike Me Instead - There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
Prerequisites: Devout Class
COMBAT
(topaz) Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
COMBAT
(CC)
(topaz) Double Tech : You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an constant skill.
Prerequisite: Unarmed Only
COMBAT
(topaz) Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is a constant skill.
Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill
COMBAT
(profession) Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5. This is a constant effect skill.
Prerequisite: Monk only
COMBAT
(V)
(Amber)
(amber)Crane wing: you move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
Prereq: monk(primary), amber rank
defense:evade
(amber)Ki Focus: You have reached the very apex of your training. The sum of your lessons, the ability to siphon out all the commotion in combat and narrow your attention to that one movement. Focusing on nothing but your strike, you channel all your inner energy into one devasting attack. Rolling your combat dice twice, once per combat.
PreReq: Monk (primary)&Amber rank
Combat-double roll
(Flavor)
Piercing Thought: So in tune with their own body, they are able to recongize the subtle similitaries of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All signs in both word and action that something is off with another, this grants a monk a +5 to insight checks and allows the monk to auto-pass one insight per day.
prerequiste:monk only
[Sapphire]
Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
FLAVOR
Cloud Leaper : This gives a monk a -5 to the DC of any Athletics or Acrobatics check that they are required to make, once per adventure. For instance, if the DC of a Jump is 15, it would be 10 for the Monk.
Prerequisite: Monk Only
FLAVOR
Preemptive Strike : Like reading the scriptures upon which your lessons were inscribed, you too read the subtle movements of your opponent. You are able to see the method of their attack, which allows you to reach out and deliver a strike of your own before they connect their attack. Once per combat, you may turn the damage meant for you back upon your attacker.
Prerequisite: Monk (Primary) and Sapphire Rank
COMBAT - Reflect
[skill]
Flurry of Blows: A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
Prerequisites: Monk (Primary), Amber Rank
COMBAT
[skill]
Focused Strike: Channeling that legendary force within the monk's body, and unleashing it out in one devastating attack. Through concentration, training, and sheer force of will, the monk can add more power to their strike than their body should have been able of holding. The effect is that the monk may add 1d extra to their attack (meaning if they were 2d they may roll 3d). ONE time use in combat.
Prerequisite: Monk (Primary)
COMBAT - Extra 1d
[skill]
(teamwork) Brilliant Inspiration: [Teamwork] You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
Weapons with dice effects / enchantments:
Primary Weapon: Offensive Tech - *Golden Leopard [1d8] 3500gp
(http://obsidianheartrpg.proboards.com/thread/93/)
Secondary Weapon: Silver Knife 1d3 w/ the High Citizen Rodric Ferguson's Crest (A Rampant Lion)
Ranged Weapon:
Hidden Weapon:Bonny Cutlass [Weapon]
A famous lady pirate is said to have wielded the first Bonny Cutlass [1d6]. When wielding the cutlass, it begins to possess the wielder (minor possession, doesn't force target to do anything against alignment) and causes them to desire to speak like a pirate and to gain proficiency with the use of the cutlass even if they've never swung a sword in their life. It gives a +1 to Strike with the weapon. If the wielder is a Swashbuckler, the cutlass's damage dice increases to 1d8.
[Worth: 12,000gp]
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband: Glasses of Understanding [Head/Eyes]
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus any checks the DM asks to identify forgeries.
[Worth: 4,500gp]
Face/Eyes:Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
Neck:
Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
[Crafting: CMI (Magical Jewelry)]
Torso/Body: Corset of the Vishkanya [Torso]
This black corset fits neatly beneath armor. It allows the wearer to compress herself to fit through tight spaces as needed. While using the corset's magic, she gains a +5 bonus on Escape checks. If a vishkanya is wearing the corset, once per day they can pass an Escape check without need of a roll.
[Worth: 2000gp]
Armor: Fizzwinken's Lunar Argentum Warding Mechanism
This silk armor takes the form of a small, silver scale that can be affixed to any part of the body. When affixed to the body, it grows into a close-fitting silken armored bodysuit of silver scales that is flexible and tough and grants +13 DEF (Light Armor). Removing the small scale causes the silken armor to instantly fade away leaving only the silver scale behind. When the armor is being worn, the wearer's eyes become slitted much like a reptilian, granting darkvision to 60 feet. If the wearer uses shapeshifting, the armor transforms with you, fitted to your new form.Once per combat, you may choose to use a bite attack instead of normal weapon attack, doing 1d4 damage plus poison (save END DC15). If they fail their save, they lose 1d2 points to their Intelligence Score for the remainder of combat. All attacks when wearing this armor are considered 'silver'.
It also grants:
Brawling: The wearer of brawling armor gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. The brawling ability can be applied only to light armor.
Absolute Courage: Armor and shields with this enchantment grant the wearer immunity to fear effects.
Magically Warded- +13 magical def.
Cloak/Shoulders: Leather Cloak +5 DEF +2 Stealth
Waist: Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs:
Arms/Wrist: Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1.Iron Will Band : +2
This thin black iron ring fits upon a finger, and boosts your willpower checks, by +1 or +2. Your limit is a +2, be it two +1 or a +2. This adds to your willpower check rolls NOT your willpower trait bonus!
[Slot: Ring]
[Crafting: CMI (Magical Jewelry)]
2.Ring of Exploration [Ring]
This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacksthough. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
[Worth: 10,000gp]
(Always has the OH Ring on adventures)
Consumables: (Up to five types, no limit on how much of each type.)
1 10hp Heal Potion
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.The Brass Pear [Magic Item]
This brass pear of anguish is made up of four spoon-like endings bound around a single metal stud. If cast at an enemy within melee range, the brass pear attempts to enter the target's mouth if you make strike. If it hits, the pear latches onto the character's head with grasping iron tendrils, and the spoons enter the characters mouth and open. This gags the target, making it impossible for him to speak. The pear can be removed with an Escape Check of DC10 + your STR, which returns it to closed form. Gagged characters cannot speak, and unless they are psions they cannot cast magic.
[Worth: 6,000gp]
2.Flask of Endless Water
This plain flask is always filled with clean, drinkable water.
[Slot: Magic Item]
[Crafting: CMI]
3.Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
[Slot: Magic Item]
[Crafting: CMI]
4.Ring of Sandstriding: This rough, black ring seems to be made of sandstone, and when it is worn allows you to walk upon the surface of any sand or dirt without sinking into it.
5.
Mundane (non-magical pack Items)
Leather Armor +6 Def (picked up from Quest of Sapphire Island Salvation)
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Name: Jessica
Screen Name: trueredblood
Alignment: Lawlful Good
Languages: Common, Draconic, Abyssal, Beastial
Country of Origin: Offworld
Description: Jessica only has two forms, that of a horse sized red dragon with four legs and massive wings, horns atop her head and thick harden scales that make it hard to get through with simple arrows or swords. Her other form is that of a 4'8" young woman whose ears are slightly long and pointed, often mistaken for an elf if it wasn't for her mannerisms of being blunt. Her eyes are sparkling green, like emeralds that give truth that she isn't some simple humanoid, and she is proving that while she might be small and look weak, she is becoming stronger and stronger by the day.
Personality: Blunt. That is one of the things people would say about Jessica, she is a wild force of passion that is charismatic naturally, sweet and good natured that often those of darker either are put off by it, or crave to corrupt it. She is a free spirited female, she is flirty with anyone who [opens that door] and isn't afraid to show it openly. She is fiercely protective of those she deems as her close friends, or lovers but she isn't an overly aggressive type of person and won't throw the first punch.
Current Rank: Sapphire Champion
Current Dice: 2d64
Current Hit Points: 32
Defense DC: 14 (10 Base + Quickness)
Traits
Strength [10] Quickness [5] Endurance [3] Willpower [0] Intelligence [0] Perception [3] Charisma [0]
Flaws:
Bad Seed
It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Primary Class: Devout
Class Bonus: ' Holy Symbol', a devout gains a holy symbol or any material and +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Monk
Profession Bonus: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magic so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or on-handed monk weapon (at no cost).
Automatic Skills: You may choose one free monk skill, or Rezz Dead.
Secondary Class: Combat
Class Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Profession: N/A
Profession Bonus:
Race: Red Dragon
Racial Weakness (if applicable): Cold
Racial Skill: Dragon Breath A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass ranged Strike. This is an innate skill.
Prerequisites: Dragon Racial
Racial Skill: Lucky Duck - You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure.
(CC)
Racial Skill: Self-Healing - You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Flavor:
Alluring Tongue - People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
Flavor:
Fireblood - The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of 5 healing points when you take this skill, but allows you to use your Self-Heal Skill in this manner (fireblood healing).
Prerequisite: Self-Healing
Flavor:
Beastspeak
Flavor:
Entrepreneur - You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
Flavor:
Incredible Insight - You are very good at determining a creature's body language, giving you a +5 on Insight checks.
Flavor
(crystal) Acrobatic - You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(CC)
(crystal) Sidestep - You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
(CC - Acrobatic)
(crystal) Alert - You gain a +5 to Spot and Listen Checks.
(crystal) Remove Curse - This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision).
**Curse removals are up to the DM, they may allow or disallow per their decisions.
Prerequisite: Magical or Psionic Affinity OR Devout Class
(crystal) Strike Me Instead - There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
Prerequisites: Devout Class
COMBAT
(topaz) Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
COMBAT
(CC)
(topaz) Double Tech : You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an constant skill.
Prerequisite: Unarmed Only
COMBAT
(topaz) Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is a constant skill.
Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill
COMBAT
(profession) Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5. This is a constant effect skill.
Prerequisite: Monk only
COMBAT
(V)
(Amber)
(amber)Crane wing: you move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
Prereq: monk(primary), amber rank
defense:evade
(amber)Ki Focus: You have reached the very apex of your training. The sum of your lessons, the ability to siphon out all the commotion in combat and narrow your attention to that one movement. Focusing on nothing but your strike, you channel all your inner energy into one devasting attack. Rolling your combat dice twice, once per combat.
PreReq: Monk (primary)&Amber rank
Combat-double roll
(Flavor)
Piercing Thought: So in tune with their own body, they are able to recongize the subtle similitaries of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All signs in both word and action that something is off with another, this grants a monk a +5 to insight checks and allows the monk to auto-pass one insight per day.
prerequiste:monk only
[Sapphire]
Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
FLAVOR
Cloud Leaper : This gives a monk a -5 to the DC of any Athletics or Acrobatics check that they are required to make, once per adventure. For instance, if the DC of a Jump is 15, it would be 10 for the Monk.
Prerequisite: Monk Only
FLAVOR
Preemptive Strike : Like reading the scriptures upon which your lessons were inscribed, you too read the subtle movements of your opponent. You are able to see the method of their attack, which allows you to reach out and deliver a strike of your own before they connect their attack. Once per combat, you may turn the damage meant for you back upon your attacker.
Prerequisite: Monk (Primary) and Sapphire Rank
COMBAT - Reflect
[skill]
Flurry of Blows: A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
Prerequisites: Monk (Primary), Amber Rank
COMBAT
[skill]
Focused Strike: Channeling that legendary force within the monk's body, and unleashing it out in one devastating attack. Through concentration, training, and sheer force of will, the monk can add more power to their strike than their body should have been able of holding. The effect is that the monk may add 1d extra to their attack (meaning if they were 2d they may roll 3d). ONE time use in combat.
Prerequisite: Monk (Primary)
COMBAT - Extra 1d
[skill]
(teamwork) Brilliant Inspiration: [Teamwork] You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
Weapons with dice effects / enchantments:
Primary Weapon: Offensive Tech - *Golden Leopard [1d8] 3500gp
(http://obsidianheartrpg.proboards.com/thread/93/)
Secondary Weapon: Silver Knife 1d3 w/ the High Citizen Rodric Ferguson's Crest (A Rampant Lion)
Ranged Weapon:
Hidden Weapon:Bonny Cutlass [Weapon]
A famous lady pirate is said to have wielded the first Bonny Cutlass [1d6]. When wielding the cutlass, it begins to possess the wielder (minor possession, doesn't force target to do anything against alignment) and causes them to desire to speak like a pirate and to gain proficiency with the use of the cutlass even if they've never swung a sword in their life. It gives a +1 to Strike with the weapon. If the wielder is a Swashbuckler, the cutlass's damage dice increases to 1d8.
[Worth: 12,000gp]
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband: Glasses of Understanding [Head/Eyes]
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus any checks the DM asks to identify forgeries.
[Worth: 4,500gp]
Face/Eyes:Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
Neck:
Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
[Crafting: CMI (Magical Jewelry)]
Torso/Body: Corset of the Vishkanya [Torso]
This black corset fits neatly beneath armor. It allows the wearer to compress herself to fit through tight spaces as needed. While using the corset's magic, she gains a +5 bonus on Escape checks. If a vishkanya is wearing the corset, once per day they can pass an Escape check without need of a roll.
[Worth: 2000gp]
Armor: Fizzwinken's Lunar Argentum Warding Mechanism
This silk armor takes the form of a small, silver scale that can be affixed to any part of the body. When affixed to the body, it grows into a close-fitting silken armored bodysuit of silver scales that is flexible and tough and grants +13 DEF (Light Armor). Removing the small scale causes the silken armor to instantly fade away leaving only the silver scale behind. When the armor is being worn, the wearer's eyes become slitted much like a reptilian, granting darkvision to 60 feet. If the wearer uses shapeshifting, the armor transforms with you, fitted to your new form.Once per combat, you may choose to use a bite attack instead of normal weapon attack, doing 1d4 damage plus poison (save END DC15). If they fail their save, they lose 1d2 points to their Intelligence Score for the remainder of combat. All attacks when wearing this armor are considered 'silver'.
It also grants:
Brawling: The wearer of brawling armor gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. The brawling ability can be applied only to light armor.
Absolute Courage: Armor and shields with this enchantment grant the wearer immunity to fear effects.
Magically Warded- +13 magical def.
Cloak/Shoulders: Leather Cloak +5 DEF +2 Stealth
Waist: Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs:
Arms/Wrist: Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1.Iron Will Band : +2
This thin black iron ring fits upon a finger, and boosts your willpower checks, by +1 or +2. Your limit is a +2, be it two +1 or a +2. This adds to your willpower check rolls NOT your willpower trait bonus!
[Slot: Ring]
[Crafting: CMI (Magical Jewelry)]
2.Ring of Exploration [Ring]
This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacksthough. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
[Worth: 10,000gp]
(Always has the OH Ring on adventures)
Consumables: (Up to five types, no limit on how much of each type.)
1 10hp Heal Potion
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Magical Pack Items (Up to five magical / wondrous items.)
1.The Brass Pear [Magic Item]
This brass pear of anguish is made up of four spoon-like endings bound around a single metal stud. If cast at an enemy within melee range, the brass pear attempts to enter the target's mouth if you make strike. If it hits, the pear latches onto the character's head with grasping iron tendrils, and the spoons enter the characters mouth and open. This gags the target, making it impossible for him to speak. The pear can be removed with an Escape Check of DC10 + your STR, which returns it to closed form. Gagged characters cannot speak, and unless they are psions they cannot cast magic.
[Worth: 6,000gp]
2.Flask of Endless Water
This plain flask is always filled with clean, drinkable water.
[Slot: Magic Item]
[Crafting: CMI]
3.Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
[Slot: Magic Item]
[Crafting: CMI]
4.Ring of Sandstriding: This rough, black ring seems to be made of sandstone, and when it is worn allows you to walk upon the surface of any sand or dirt without sinking into it.
5.
Mundane (non-magical pack Items)
Leather Armor +6 Def (picked up from Quest of Sapphire Island Salvation)
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)