Post by Dorian Thales on May 24, 2014 4:20:40 GMT -5
Name: Fionn Deaglán (Finn Declan for ease of pronunciation)
Screen Name: fionnadh na tine
Alignment: Chaotic Good
Hair: Fiery red
Left eye: Green
Right eye: Blue
Rank: Emerald Marshal
Dice: 2d80
HP: 36
XP: 567
GP: 59,692
Strength [0]
Quickness [12]
Endurance [1]
Willpower [0]
Intelligence [3]
Perception [5]
Charisma [5]
Race: Human
Racial Weakness: None
Languages: Common, Castillon, Thieves Cant, Sark, Common Gutterspeak, Mere, Aquan, Feral, Thieves' Tongue
Country of Origin: Shalott
Primary Class: Arcane
Class Bonus: +2 to Magic Save Difficulty, Magical Affinity
Primary Profession: Thief Adept
Profession Bonus: Telekinetic Toolkit (+5 to all rogue checks, always has thieves' tools), +3 to acrobatics, athletics and stealth rolls.
Secondary Class: Support
Class Bonus: Two support skills.
Secondary Profession: (tba)
Flaws
1. Mr. Nice Guy: You are generally nice to everyone and can't act mean very effectively.
Penalty: -2 to all Intimidate Checks. You cannot take any skills or use loot/items that boost your Intimidation.
2. Young Pup: You're extremely young for your race. But while others see you as just a kid, they shouldn't make the mistake of underestimating you.
Penalty: You take a -5 to your hit points always.
3. Strange Luck: Fate has a strange way with you.
Penalty: When you roll a critical fail '1' on strike, the closest creature (ally or enemy) to you falls prone (DM may randomly chose if multiples). When you roll a natural critical hit of '20' on a strike, the closest creature (ally or enemy) to you heals 10hp (DM may randomly chose if multiple).
Skills
(race) Versatility
(race) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(race) Nimble Feet: You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(flaw) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(arcane) Magical Affinity
(thief) Lock Sense: You can sense the presence and general direction of locks, even hidden ones. Roll 1d20, result is the range in meters for each use. Can only be used once per adventure.
(support) Master Crafting
(support) Walk the Walls: You can run straight up a wall for a few seconds (8 feet) without making a climb check.
(flavor-c) Performance, fiddle: Can earn 5d50 3 times per day.
(flavor-c) Polyglot (Sark, Common Gutterspeak, Mere, Aquan, Feral)
(flavor-c) Knowledge (Local, Alchemy and Potions, Architecture and Engineering, Body Modification, Mathematics): +10 to checks
1c. Artisan Crafting (Clockwork, Gunsmithing, Carpentry, Masonry, Weaponsmithing, Armorsmithing, Tailor)
2c. Alchemy
3c. Craft Magic Item (Inkantation, Magical Jewelry, Magical Weapons, Wards and Mythals, Magical Armor)
4c. Engineering Knack
5c. Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(flavor-t) Entrepeneur: 5d450 gp, once per week
6t. Alert: You gain a +5 to Spot and Listen Checks.
7t. Advanced Crafting
8t. Ledge Walker: You can move at full speed without need of an Acrobatics check when you are balancing on narrow surfaces.
(flavor-a) Thrice Keelhauled: You can breathe underwater and on land, and can swim as fast as they can run. They do not take any penalties for fighting in water.
9a. Dual Wield
10a. Easy Reload: You have specialized in hand-held gunpowder weapons, allowing you to load and fire one gun on the same round as your attack.
11a. Stealth: This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(flavor-s) Shingle Runner: As a child, you spent a lot of time on the interconnected rooftops that span much of your hometown. You are particularly adept at climbing, jumping, and avoiding falls upon the rooftops, and gain a +10 to Athletics and Acrobatics checks made on the rooftops, only.
12s. Born by the Blade: The knight (or in this case, thief) is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
13s. Redirect: Can reflect an incoming attack to the attacker or another target once per combat.
14s. Point Blank Shot: You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
(flavor-e) Fast Hand: This skill allows the Thief to switch the places of two objects, using sleight of hand and illusion magic. The Thief rolls a d20 + quickness, which becomes the DC to detect the switch while it's happening. Cannot be used to empty a purse but could, for example, be used to switch one purse for another.
15e. Surprise Strike: As long as the Thief is not detected by the enemy, they can use this skill, which allows an extra roll of weapon damage if the attack hits. (ie: roll 2d4 with a dagger rather than 1d4, etc.) Can only be used once per combat.
16e. Paragon Weapons: You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
17e. Parry Spell: You are able to reflect a regged spell back onto the magic caster, once per combat.
Stuff!
Primary Weapon: Caladbolg (Legacy Pearlsteel Shortsword [2d5], no penalty if underwater, phantom [can hit incorporeal], Keen, Grants skill: Dexterous Fighter, ¤¤)
Secondary Weapon: None.
Ranged Weapon: Gáe Bulg [Fizzwinken's Stabilized Simulation Far-Scope Armament
This magnificent flintlock pistol [2d8] is unlike any other on Arith. Covered in silver tracery with thin slices of pure amber inlay creating an intricately ornate geometric design. It maintains all it's original enchantments, including Dry Load enabling it to be loaded and fired underwater; Reliable allowing it to negate a misfire once per adventure; Ornate giving the wielder a +1 diplomacy when wielded or worn where it can be seen; Phantom allowing its bullets to hit incorporeal; Balanced allowing it to have a ranger of an extra 10 feet along with Distance doubling it's range. It also can be Called to the owner's hand from a range of 100 feet or less. One can shoot this weapon into combat without fearing it hitting anyone but it's target with Combat Marksman.
Additionally, if the weapon is in hand, the owner can fake his own death once per day if damage is taken from a magic item, spell, spell-like skill or supernatural ability. The weapon casts a 20 point heal immediately upon the wielder, while also casting a mislead spell making it appear as if the wielder truly did die in a way appropriate to the damage: charred by flames, encased in ice, etc. The effect is gruesome and spectacular and complete with smells, sounds and thermal effects. The effects last until the owner decides to get up and join the 'land of the living" again, or combat is over.
This pistol has one last ability, if the wielder chooses, he can use it's misleading ability on someone else instead of himself by pointing the pistol at the target. A flag pops out of the end that says "Bang!", while it can be comedic, the target feels as if they truly were hit by the bullet, and visually it appears this way as well. Finn might note that the flag looks quite a bit like the material of the shirt that got tossed in!]
Hidden Weapons: None.
Head: Fine-looking fiery red hair.
Face: Artificer's Monocle (This brass edged monocle gives you 2 extra crafting points for any type of crafting per week. It can be worn around one's neck, or considered your eye slot.) (Not worn on quests, to avoid the risk of breaking)
Neck: Amulet of Armor (+7 magic and mundane def)
Torso: All Tools Vest (+2 cp/week)
Body (Armor): Armored Ink +13 (Comfort enchant ¤¤)
Cloak: None.
Waist: Belt.
Legs: Fizzwinken's Trousers of Geonavigational Voyage: First, the pants come out clean! But these pants are now transformed into an amazing clothing item. These trousers protect from simple, mundane diseases as well as allow you to pass with ease through dense undergrowth. No matter the environment, you remain at a comfortable temperature, and even if you're in the middle of nowhere without a bite to eat, no worries, your pants keep you sated with life-giving nourishment. If you pull out any lint from a pocket and toss it into the wind, the lint will point north. These pants want to get you home alive and well, so it has one added benefit of allowing the wearer to pass one save or check per day without need to roll any dice, you just automatically pass!
Arms/Wrist: Bamboo's Strength Tattoo (+3 to Acrobatics and Escape checks)
Hands: Glyph of Restoration Tattoo (Full Heal, once per day)
Feet: Shoes.
Body Mod: Delver Into Darkness Tattoo (30 ft. Darkvision)
Rings:
Consumables
Magic Pack Items
Tome of World Memory [Book]
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
Other
Fiddle (Non-enchanted, for flavor only at this time)
Mutation: Water Breathing
Owned, not carried
-Bag of Fondling [Magic Item]
This item hails from the demiplane of Erotikas! This ruddy colored bag is about the size of a belt pouch, warm, slightly resilient to the touch and squishy like wet clay. The bag has three uses: firstly, it can be fondled and squeezed constantly in one’s off hand for stress relief. Secondly, the bag can be opened and any body part held within it will be gently fondled and massaged. Finally, if cuddled up to overnight the comforting warmth and massaging action of the bag allows the owner to get a restful, full night's sleep.
[Worth: 1000gp]
-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]
Misleading Necklace: These necklaces are fashioned according to each maker's taste, but all have one thing in common: a large chunk of amber that makes up the centerpiece of the necklace. This necklace is made from simple silver threads upon which hang rough pieces of dark golden amber shaped into triangles. Each piece of amber is further framed in platinum. This necklace helps it's owner to fake his own death once per day in response to the wearer taking damage from a magic item, spell, spell-like skill or supernatural ability. When activated, the necklace casts a heal of 20 points of damage, as well as a mislead spell. The mislead spell makes it appear as if the owner dies in a way appropriate to the damage: charred by flames, encased in ice, etc. The effect is gruesome and spectacular and complete with smells, sounds and thermal effects. The effects last until the owner decides to get up and join the 'land of the living' again, or combat is over.
In Fizz's Pot
37. Slashing Cape [Cloak]
This thick burgundy cloak is trimmed with mithral plates and cut to fit handsomely over heavy armor. As an attack action, the wearer can spin in his space, damaging a target creature within 5 feet. This attack deals 1d8 damage and is considered a melee attack, you cannot make any other attacks this round. Furthermore, the cloak can be magically enhanced like a melee weapon, up to five points of enchantments that are specifically for weapons.
[Worth: 6,000gp]
- Priestly Cassock [Cloak]
(Priest Only)
The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock to display the holy symbol of her deity or hide this symbol. This garment can be used as a focus for divine magic. Additionally, the wearer gains a +5 bonus to all Charisma-based checks to influence creatures that match her alignment.
[Worth: 3000gp]
Special:
House (Shared with Maka, includes their workshop [NOT their store!], Baneful Aligned - Evil, Indestructable, Insurance, ¤¤¤¤¤)