Post by Maereth Selakiir on May 24, 2014 4:17:16 GMT -5
Known Name: Maereth Selakiir
Real Name: Fil’mur’ss Godendar
Real Name: Fil’mur’ss Godendar
Screen Name: lurkerinshade
Alignment: Neutral Evil (Lawful Tendency)
Reputation (Infamy): Bluff & Diplomacy +3, Intimidation & Gather Information -3
Race: Szarkai (Albino Drow)
Racial Weakness: None
Languages: Black Tongue (free), Common, Elven [homeland], Drow (racial ), Drowsign, Infernal , and Umbral (s.o.s)
Country of Origin: Kir'viir
Chosen Deity: Inid & Misha
Primary Class: Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Primary Profession: Black Mage
Profession Bonus: "Malignant Soul" Great evil dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Secondary Class: Devout
Class Bonus: "Unholy Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Secondary Profession: Priest
Profession Bonus: "Divine Turning" A priest has the ability to turn undead, which means that they may attempt to turn undead back into merely a corpse. On your turn you may state you are using Divine Turning, and roll an opposed check, adding a +3 to your roll. If you roll higher, then the undead turns into a harmless, rotting corpse. This can be used once per gemstone rank during any one combat. Priests may also write ONE extra DIVINE spell per gemstone rank.
Profession Bonus: "Divine Turning" A priest has the ability to turn undead, which means that they may attempt to turn undead back into merely a corpse. On your turn you may state you are using Divine Turning, and roll an opposed check, adding a +3 to your roll. If you roll higher, then the undead turns into a harmless, rotting corpse. This can be used once per gemstone rank during any one combat. Priests may also write ONE extra DIVINE spell per gemstone rank.
Rank: Obsidian Master
Dice: 3d92 [AoS]
Defense DC: 18
Hit Points: 71 (Half Dice (46) + Willpower (12) + Intelligence [Mind Over Body] (13)
Physical Strike = +8 quickness
Magical Strike = +13 intelligence
Melee Damage = +0 strength
Ranged Damage = +8 quickness
Magic Damage = +13 intelligence
Add to Spell's DC (Mages)= 13 intelligence +2 (arcane) = 15
Save agst Magic = 12 (will) + 2 (unholy symbol) = 14
Strength [0]
Quickness [8]
Endurance [0]
Willpower [12]
Intelligence [13*]
Perception [0]
Charisma [1]
[ * Rep 25 ]
Flaws
1. Intolerance (Elves)
Penalty: You suffer a -2 penalty on all social based rolls and checks involving the object of your dislike.
2. Distinctive (Facial Scars)
Penalty: -2 on Disguise Checks
3. Haunted
Penalty: -2 on all Listen and Move Silent checks when you are awake/conscious. You cannot control these sounds.
4. Cerebrosis
You have gone through the Rite of the Blot, and learned how to siphon energy from the abysses and alien substances of the Far Realm. This gives you free spells all involved with the Far Realm in some way, you are free to add other spells that have to do with cerebrosis to fill your other slots as well. All cerebrotic spells gain a +2 to their spell DC. This also gives you a new flaw, causing you to be plagued with persistent and awful dreams that leave you sleepy and pale and give you a shudder if you remember any snippets. These nightmares give you a permanent penalty to your END trait of -2.
4. Cerebrosis
You have gone through the Rite of the Blot, and learned how to siphon energy from the abysses and alien substances of the Far Realm. This gives you free spells all involved with the Far Realm in some way, you are free to add other spells that have to do with cerebrosis to fill your other slots as well. All cerebrotic spells gain a +2 to their spell DC. This also gives you a new flaw, causing you to be plagued with persistent and awful dreams that leave you sleepy and pale and give you a shudder if you remember any snippets. These nightmares give you a permanent penalty to your END trait of -2.
Skills
(racial) Levitation
(racial) Levitation
(racial) Darksight
(racial) Alert
(arcane) Magical Affinity
(flaw) Elven Beauty
(crystal) Arcane Image
(crystal) At Home Below
(crystal) Breadth of Experience
(crystal) Delay Spell
(crystal) Detect Alignment
(flavor-c) Concealed Spellcasting
(flavor-c) Keen Memory
(flavor-c) Knowledge [ Arcana, The Planes, Undead, Religion, Monster Lore, Body Modification, ]
(teamwork) Tribe Mentality
(profession-p) Tomb-Taint
(topaz) Craft Magical Item [ inkantation, magical weapons/magical techs/ invocation enchants, magical jewelry, scribe scroll, magic armor/armor techs ]
(topaz) Mind Over Body
(topaz) Nightcaller
(flavor-t) Voracious Reader
(amber) Blackened Flames
(amber) Paragon Invocations
(amber) Imp Companion
(flavor-a) Shroudsight
(sapphire) Animate Dead
(sapphire) Double Invocation
(sapphire) Unwilling Shield
(flavor-s) Lore Master
(emerald) Aura of Strength
(emerald) Bounce Spell
(emerald) Immunity to Charm
(flavor-e) Lightning Initiative
(ruby) Heresy
(ruby) Malediction
(ruby) Tough As Bone
(flavor-r) Infernal Charm
(profession-s) Rezz the Dead
(profession-s) Augment Turning
(rep 20 flavor) Forgo Components
(obsidian) Animate Horde
(obsidian) Improved Rezz
(obsidian) Unshakable [ Apex ]
(flavor -o) Presence of Mind
(free) Cerebrosis
You have gone through the Rite of the Blot, and learned how to siphon energy from the abysses and alien substances of the Far Realm. This gives you free spells all involved with the Far Realm in some way, you are free to add other spells that have to do with cerebrosis to fill your other slots as well. All cerebrotic spells gain a +2 to their spell DC. This also gives you a new flaw, causing you to be plagued with persistent and awful dreams that leave you sleepy and pale and give you a shudder if you remember any snippets. These nightmares give you a permanent penalty to your END trait of -2.
(obsidian) Ioun Master
1. Fizzwinken's Concealed Multi-Functional Airborne Bijou
This extra-powerful ioun stone is made of transparent blue crystal in the shape of a five-pointed star, with a core of quicksilver that pulses within the stone. When desired, the stone and all other ioun stones in his possession are rendered invisible, though it does still orbit around the user's head. This gives a +2 bonus to any one trait (STR, QCK, END, WLP, INT, PER or CHA). The trait is chosen when the ioun stone is placed into orbit, which takes a full round's action to retrieve and place it into orbit. You may not have any other boosts to any traits going when this is used; including from skills, spells, combat maneuvers, other loot items, etc.
2.Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
[Worth: 2,500gp]
3.Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]
4.Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
5. Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use. [Worth: 2000gp] (To loan if needed)
6. Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head. [Worth: 2000gp]
7. Ioun Stone (Pearlized Brown Ellipsoid) [Magic Item]
This gives you one extra turn using enhanced speed, once per adventure. Ioun stones orbit around your head while in use.
(rep 30) Deathless Transformation
(Planar Ally) Le-Zo Zammakr
This half-farspawn has taken quite a liking to the Obsidian Heart after being saved from the chain devil insistent on enslaving her, especially those that went on the cerebrotic blot quests and the Far Realm quest. Though she resides in the Far Realm, she can be summoned with ease by calling her name. The yellow-cloaked blind ally appears, and can answer any one question per day about the Planes, as well as grant you a +5 on any Knowledge (Planes) roll even if you do not have the Knowledge Skill. She can also be summoned at any point during a combat, granting a +5 DEF to all allies involved in combat against Acid and Electrical Damage. She does not engage in the battle. Nor does she sleep and she cannot be killed, if by chance she is attacked she is knocked back into the Far Realm without taking any damage and cannot be summoned again for 24 hours.
She is an NPC Ally, you cannot "toss her into Fizzwinken" or transfer the magic to something else or someone else.
(ruby) Heresy
(ruby) Malediction
(ruby) Tough As Bone
(flavor-r) Infernal Charm
(profession-s) Rezz the Dead
(profession-s) Augment Turning
(rep 20 flavor) Forgo Components
(obsidian) Animate Horde
(obsidian) Improved Rezz
(obsidian) Unshakable [ Apex ]
(flavor -o) Presence of Mind
(free) Cerebrosis
You have gone through the Rite of the Blot, and learned how to siphon energy from the abysses and alien substances of the Far Realm. This gives you free spells all involved with the Far Realm in some way, you are free to add other spells that have to do with cerebrosis to fill your other slots as well. All cerebrotic spells gain a +2 to their spell DC. This also gives you a new flaw, causing you to be plagued with persistent and awful dreams that leave you sleepy and pale and give you a shudder if you remember any snippets. These nightmares give you a permanent penalty to your END trait of -2.
(obsidian) Ioun Master
1. Fizzwinken's Concealed Multi-Functional Airborne Bijou
This extra-powerful ioun stone is made of transparent blue crystal in the shape of a five-pointed star, with a core of quicksilver that pulses within the stone. When desired, the stone and all other ioun stones in his possession are rendered invisible, though it does still orbit around the user's head. This gives a +2 bonus to any one trait (STR, QCK, END, WLP, INT, PER or CHA). The trait is chosen when the ioun stone is placed into orbit, which takes a full round's action to retrieve and place it into orbit. You may not have any other boosts to any traits going when this is used; including from skills, spells, combat maneuvers, other loot items, etc.
2.Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
[Worth: 2,500gp]
3.Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]
4.Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
5. Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use. [Worth: 2000gp] (To loan if needed)
6. Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head. [Worth: 2000gp]
7. Ioun Stone (Pearlized Brown Ellipsoid) [Magic Item]
This gives you one extra turn using enhanced speed, once per adventure. Ioun stones orbit around your head while in use.
(rep 30) Deathless Transformation
(Planar Ally) Le-Zo Zammakr
This half-farspawn has taken quite a liking to the Obsidian Heart after being saved from the chain devil insistent on enslaving her, especially those that went on the cerebrotic blot quests and the Far Realm quest. Though she resides in the Far Realm, she can be summoned with ease by calling her name. The yellow-cloaked blind ally appears, and can answer any one question per day about the Planes, as well as grant you a +5 on any Knowledge (Planes) roll even if you do not have the Knowledge Skill. She can also be summoned at any point during a combat, granting a +5 DEF to all allies involved in combat against Acid and Electrical Damage. She does not engage in the battle. Nor does she sleep and she cannot be killed, if by chance she is attacked she is knocked back into the Far Realm without taking any damage and cannot be summoned again for 24 hours.
She is an NPC Ally, you cannot "toss her into Fizzwinken" or transfer the magic to something else or someone else.
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Weapons with dice effects / enchantments:
Primary : "Dark Chaos Orb" ( 2d10 )
[Legacy: Entropic / Skill: Death Knell ) [ paragon chaotic invocation | Elemalefic *** ]
[Legacy: Entropic / Skill: Death Knell ) [ paragon chaotic invocation | Elemalefic *** ]
Secondary : Blackshard - "The Traitor's Crutch" (Fizzwinken's Modified Profane Triple Staff)
( 3d10 ) (Paragon) (Enchantments: Defiant**, Unholy*, Shadowreach**) [ Legacy Improvement & Innate Skill: Focused & Eldritch Master ]
This unholy weapon has two forms, that of a gnarled, blackened ironshod staff, and that of a three sectioned staff connected by steel rings, and the wielder can easily change between the two types with but a swift movement to pull it apart. If desired, when the staff is tugged apart into it's sections, the wielder can choose to have the weapon to be covered in shadow, acid, frost, fire, or lightning. The wielder takes no damage from any of these elements while using the weapon. The enchantments Defiant and Shadowreach work in both forms of the weapon.
( 3d10 ) (Paragon) (Enchantments: Defiant**, Unholy*, Shadowreach**) [ Legacy Improvement & Innate Skill: Focused & Eldritch Master ]
This unholy weapon has two forms, that of a gnarled, blackened ironshod staff, and that of a three sectioned staff connected by steel rings, and the wielder can easily change between the two types with but a swift movement to pull it apart. If desired, when the staff is tugged apart into it's sections, the wielder can choose to have the weapon to be covered in shadow, acid, frost, fire, or lightning. The wielder takes no damage from any of these elements while using the weapon. The enchantments Defiant and Shadowreach work in both forms of the weapon.
Ranged : " Hellfire Sphere " (2d10 [ Legacy: Corrupt / Skill: Blessing of the Dark God] ) [ paragon lawful invocation | Bloodleech *, Wounding Spell ** ])
Hidden : Necromancer's Athame (1d4) [ Scribed Spell: Rot of Ages ]
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe any one necromancy spell into the dagger, allowing use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
Extra Attack Item: Enhanced Wand of Ice (2d5) (10 Charges)
Extra Defense Item: Ilaerothil ( Tower Shield | +5 Defense | ☼ ☼ ☼ [ Animated Shield, Tattooed ] )
Mundane Clothing Worn: Adventurer's Outfit
This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, thick trousers or skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak or coat. The clothes have plenty of pockets (especially the cloak or coat). The outfit also includes any extra items you might need, such as a scarf or a hat. This outfit is the ultimate adventurer's outfit and will allow you to be cool in heat, warm in cold, and be dressed as needed in most situations.
Head:
Eyes: Symbol of Graz'zt (Symbol of the Six: Kanesh) [ +2 Spell DC for Necromancy/Shadow spells ]
Eyes: Symbol of Graz'zt (Symbol of the Six: Kanesh) [ +2 Spell DC for Necromancy/Shadow spells ]
Face: Mask of Blood [Face]
Rivulets of blood gush down the flensed face of this red metal mask. The liquid flowing over a mask of blood is normally harmless, but when you activate the
mask, you can spit a stream of blood as a ranged attack (range 30 feet). This stream deals 2d5 points of acid damage to the target. You may use this attack up to three times per day.
[Worth: 7,000gp]
Rivulets of blood gush down the flensed face of this red metal mask. The liquid flowing over a mask of blood is normally harmless, but when you activate the
mask, you can spit a stream of blood as a ranged attack (range 30 feet). This stream deals 2d5 points of acid damage to the target. You may use this attack up to three times per day.
[Worth: 7,000gp]
Neck: Amulet of the Succubi
This silver amulet is warm to the touch. It is a piece of solid silver, shaped to look like two eyes. It was made by the succubi of the Nine Hells, and is rumored to have ruined the lives of many lovers. Once per day, you can automatically succeed at any Bluff, Intimidate, or Diplomacy Check, no matter the DC. Once used, however, you take a -5 penalty to all Athletics checks for the remainder of the day.
This silver amulet is warm to the touch. It is a piece of solid silver, shaped to look like two eyes. It was made by the succubi of the Nine Hells, and is rumored to have ruined the lives of many lovers. Once per day, you can automatically succeed at any Bluff, Intimidate, or Diplomacy Check, no matter the DC. Once used, however, you take a -5 penalty to all Athletics checks for the remainder of the day.
Torso: Fizzwinken's Thaumaturgical Darkon Warding Garb
This black Inverness style coat is as fashionable and warm as it is useful! The inside of this black coat is lined in demonskin, granting damage reduction of 5/good. The cape portion of this coat is lined in black silk, and edged in moonstone and jacinth beadwork in intricately tiny arcane patterns. Three times per day, while wearing this coat, you may roll your evocation as 1d extra.
This black Inverness style coat is as fashionable and warm as it is useful! The inside of this black coat is lined in demonskin, granting damage reduction of 5/good. The cape portion of this coat is lined in black silk, and edged in moonstone and jacinth beadwork in intricately tiny arcane patterns. Three times per day, while wearing this coat, you may roll your evocation as 1d extra.
Body (Armor): Armored Ink (+13 Magical / Mundane Defense) [ Comfort **, Ghost Touch **, Ornate * ]
Cloak: Drow Piwafwi (+5 to Hide)
Waist:
Arms/Wrist: Bracelets of Spell Sharing
These bracelets are keyed to each other, and only take up the slot of the owner. The owner can give the second bracelet to any target, and any one positive spell cast upon the owner is now shared with the target wearing the second bracelet. You must stay within 60 feet of each other for the spell to remain in effect for the second target.
[Worth: 12,000gp]
These bracelets are keyed to each other, and only take up the slot of the owner. The owner can give the second bracelet to any target, and any one positive spell cast upon the owner is now shared with the target wearing the second bracelet. You must stay within 60 feet of each other for the spell to remain in effect for the second target.
[Worth: 12,000gp]
Hands: Arcanist's Gloves [Hands]
These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
[Worth: 14,000gp]
These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
[Worth: 14,000gp]
Feet: Fizzwinken's Strategic Covert Crypt-Walkers
These form-fitting, calfskin boots are as red as fresh blood and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps. They also grant the wearer a boost of +5 to Stealth checks to move quietly. These boots are tied specifically to Maereth, and when worn by anyone but him, confer no boost, they are simply dapper red leather boots.
These form-fitting, calfskin boots are as red as fresh blood and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps. They also grant the wearer a boost of +5 to Stealth checks to move quietly. These boots are tied specifically to Maereth, and when worn by anyone but him, confer no boost, they are simply dapper red leather boots.
Body Modification: Arcane Finger Sleeves I-V
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is in ked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell of any type during combat.
Rings: (Up to two active)
1. Scarab of Protection (ring)
-This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes.
2. Ring of the Beastmaster [Ring]
(Skills that gives an animal companion or familiar focus)
This thin wooden ring, once engraved with the name of your familiar, or animal companion boosts that named creature by 5 hit points, and 12 dice sides. To use this on a new companion, you must sand out the name of the previous creature and carve the new creatures name into the ring.
[Worth: 7,000gp]
(Skills that gives an animal companion or familiar focus)
This thin wooden ring, once engraved with the name of your familiar, or animal companion boosts that named creature by 5 hit points, and 12 dice sides. To use this on a new companion, you must sand out the name of the previous creature and carve the new creatures name into the ring.
[Worth: 7,000gp]
Free Items Worn:
1. Maria's Healing Vial
--This enchanted vial turns any liquid into a full healing potion. It can only be used once a week!
2. Obsidian Heart Insignia (free slot item):
--You may send a short message (of no more than 25 words) at a time to any other wearer of the insignia,as long as they are on the same plane of existence that you are on. You may target one, numerous or everyone that bears the insignia, and the message is relayed telepathically. This also allows Maria,who owns the prime insignia, to locate anyone wearing the pin if they are on the same plane of existence that she is located on.
3. Ring of Obsidian Heart (free ring slot item):
--This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
--You may send a short message (of no more than 25 words) at a time to any other wearer of the insignia,as long as they are on the same plane of existence that you are on. You may target one, numerous or everyone that bears the insignia, and the message is relayed telepathically. This also allows Maria,who owns the prime insignia, to locate anyone wearing the pin if they are on the same plane of existence that she is located on.
3. Ring of Obsidian Heart (free ring slot item):
--This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
Consumables: (Up to five types, no limit on how much of each type.)
1. Undead Servant Gemstone [Consumable]
(Black Mage with the Familiar or Combat Companion Skill)
When this enchanted piece of onyx is placed inside the mouth of an NPC's corpse, it animates the creature into either a skeleton or zombie, under the control of the one who put the piece of onyx in its mouth. This becomes a Combat Companion or Familiar for the Black Mage. When the corpse is animated, the Undead Servant Gemstone crumbles to dust in its mouth. When the servant is destroyed in combat, then they are gone and cannot be reanimated. [One Use]
[Worth: 3,000gp]
(Black Mage with the Familiar or Combat Companion Skill)
When this enchanted piece of onyx is placed inside the mouth of an NPC's corpse, it animates the creature into either a skeleton or zombie, under the control of the one who put the piece of onyx in its mouth. This becomes a Combat Companion or Familiar for the Black Mage. When the corpse is animated, the Undead Servant Gemstone crumbles to dust in its mouth. When the servant is destroyed in combat, then they are gone and cannot be reanimated. [One Use]
[Worth: 3,000gp]
2. Vial of Amoebic Goo [One Use]
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Demon's Tongue Charm
The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
2. Flask of Endless Water
3. Everlasting Rations
4. Staff of Chaos [Magic Item]
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
[Worth: 2000gp]
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
[Worth: 2000gp]
5.
Books (up to Five)
1. Codex Anathema [Book]
(Knowledge Skill)
Owning this book grants you a +3 to Knowledge (Planes), Knowledge (Arcana) and Knowledge (Dungeoneering). You must have Knowledge, but you do not necessarily have to have these types of Knowledge to use.
[Worth: 4000gp]
2.
3.
4.
5
Mundane (non-magical pack Items)
Backpack
Backpack
-- Bedroll
--Compass
-- Ink
-- Ink Pen
-- Small Steel Mirror
--Needle
--Catsgut Sutures
Belt Pouch
--
In-Storage:
Weapons
Arandur Rapier (1d5)
Cultist Dagger (1d4)
This is a beautiful, gem-studded dagger with an edge that never needs sharpened. It has a slight curve to the blade and the hilt and sheath are covered in precious gems.
Seax (1d5)
Dagger x2 (1d4)
Swordcane (1d6)
Armor
Half-Plate [+33 DEF (Heavy) w/ Pornographic Engravings ]
Kyton Armor [Armor] ☼ ☼ ☼ ☼
This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round.
[Worth: 11,000gp]
Ioun Stones
Misc.
Dish of Warming [Magic Item] x2
An elegant dish fit for use in a court, this item of pottery is expertly crafted and decorated in a pleasing manner. The edge of the dish is slightly raised to contain the food and to allow the item to be carried without getting burned by touching the contents. Once per day when hot food is placed on the dish, a magical trick of prestidigitation will serve to keep the contents nicely warm for a period of a full hour. [Worth: 500gp]
Helping Hand Gloves
The wearer of these simple gloves can speak a command word create a glowing disembodied hand. Up to three times a day, the wearer can have the hand assist him with a task. The hand adds a +5 to any check such as a Rogue Check to assist in picking a lock, or a Use Object check. It must make sense that an extra hand would actually assist in the task (up to DM). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first.
Gem of the Voyeur [Magic Item]
These finely cut and polished stones are indistinguishable from ordinary jewels, although a detect magic spell will reveal its enchantment. When gazed through, the Gem of the Voyeur enables the user to see all human and humanoid creatures as naked. The viewing range is 300'.
Portable Shade [Magic Item]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up a portable shade ends its effect.
[Worth: 1,500gp]
Rafflesia Poison [Rare]
Type: Blade
Effects: Strain Damage
This rare poison quickly enters the bloodstream, and begins to do damage every time the target strains himself (from anything other than simple movement, such as an attack). This does 1 non-defensible damage each time the target completes an action (defense, attack) until either a Cure Poison, or a Full Heal is completed.
Pauldrons of the Bull [Cloak]
These steel pauldrons are engraved with images of charging bulls. When the wearer of these pauldrons makes a bull rush, once per combat they may roll twice and take the better roll.
[Worth: 4,000gp]
Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000gp]
"Femur of the Undead"
When this bone is shaken, it rattles. It can be used once per combat, and causes your target to suddenly grow thorns and spines on his bones, causing 1d6 damage, and stunning them for one round. To skeleton creatures, this gives them a one-time 1d6 attack using their spike-like bones, it does not stun skeleton creatures.
Tunic of the Night (+5 Stealth)
Full Moons Light [Magic Item]
This is a stone which fell from the full moon. When used, this stone will glow as bright as the full moon for 10 minutes and will affect all lycans (except corax who are effected by the sun, not moon) who are unable to resist its light. Lycans within visual sight of this stone will be forced into their most feral and bloodthirsty form, and they will have to pass a Willpower of DC15 to keep themselves from attacking whoever is closest to them, friend or foe. This stone can only be used once every 24 hours, once it is used it takes 24 hours for it to 'recharge'.
[Worth: ??]
Chasable of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds +2 dice to any invocation or evocation the wearer uses. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 7,000gp]
Addition Information:
Blood Magus
Blood Magus
Death is the ultimate risk that spellcasters, like all adventurers, must contend with. Some are cut down before they have a chance at true glory, others find true peace only in the afterlife; and others are brought back from death by companions with powerful magical resources to perform such a miracle. For a rare few such arcanists, this trip to the beyond and back brings a new enlightenment--- a comprehension of the body and its individual parts that transcends the understanding of those who have not experienced death and returned to tell the tale.
The Elven Dualists were the first to challenge this notion. The Dualists would specialize exclusively in the two "opposing" schools of the prevailing theory, to the exclusion of all other schools of magic (with the exception of minor divination and universal spells).
The titles of the four different dualist schools derived from Dwarvish:
Alurakar (Abjuration and Alteration)
Dijakkar (Conjuration and Divination)
Encikkar (Enchantment and Evocation)
Nelluonkkar (Illusion and Necromancy)
Diabolist
A diabolist does not serve devils — he wants to be one.
A diabolist does not serve devils — he wants to be one.