Post by raelgil on Jul 21, 2014 20:09:21 GMT -5
Name:
Raelgil Mithril aka Crystal Knight
Screen Name:
Tales0fBeauty
Font: Constantia
Font Color: Cobalt
Alignment:
Lawful Good
Occupation: Paladin of the Holy order, Knight of the Order of the Silver Flame
Member of the OH Adventuring company
Languages: Common, Zorcan, Elven, Auran
Country of Origin:
Svolhilt, Alzorc
Description:
Champion
Current Rank: Ruby Captain
Current Dice: 2d88
Current Hit Points: 48 (Half Dice = 44, Endurance=2, Willpower = 2, Diehard = 0)
Defense DC: 16 (10 + Quickness) or 18 (Benevolence when only helping allies)
Int roll= +21 (+10 lightning int, +6 QCK, +5 Heraldic Crest of courage-shield)
Physical Strike = +13 (power attack +12 STR, +1 Bonds of frindship)
Magical Strike = +3 INT
Melee Damage = +23 +dmg (+12 STR, +10 sword and board, +1 Bonds of friendship)
Ranged Damage = +7 ( +6 QCK, +1 bonds of friendship)
Magic Damage = +3 (+2 INT, +1 bonds of friendship)
Add to Spell's DC (Mages)= 14+ 3 INT=17 DC
Save agst Magic = +4 (+2 devoute bounus, + 2 WLP)
Traits
Strength [12]
Quickness [6]
Endurance [3]
Willpower [2]
Perception [0]
Intelligence [3]
Charisma [3]
Tactics
Diplomacy (CHA): +23 (+10 Elven beauty, +5 alluring tongue, +6 reputation, +2 CHA)
Intimidation (STR or CHA): +14 (+12 STR, -3 reputation, +5 intimidation)
Bluff (CHA): -1 (+2 CHA, -3 reputation)
Disguise (CHA): +2
Stealth (QCK): +9 (+4 QCK, +5 Tunic of the night)
Insight (PER): +5 (+5 Monoclae of veractiy)
Talents
Alert -
Spot [PER] +5
Listen [PER] +5
Athletics [STR or END] +17 (+5 Athletics, +12 STR), +7 (+5 athletics, +2 END)
Climb [STR or END] - A short climb would be STR +17 , a long intense climb would be END +7.
Jump [STR] +17 (+5 athletics, +12 STR)
Swim [STR or END] - A short swim would be STR +17, a long swim would be END +7.
Acrobatics [QCK] = +11 (+5 Acrobatic, +6 QCK)
Tumble [QCK] =+11 (+5 Acrobatic, +6 QCK)
Balance [QCK] =+11 (+5 Acrobatic, +6 QCK)
Gather Info [CHA]:+8 (+2 CHA, +6 reputation)
Knowledge [INT]: (Monster Lore) +28 (+10 knoweldge, +10 do you know your enemy?, +5 Breadth of experience, +3 INT)
(General) +7 (+5 breadth of experience, +2 INT)
Knowledge (skill)
Arcana (crystal) = +21 (+10, +5 Breadth of experience, +3 INT, +3 Codex)
Religion (topaz) +18 (+10, +5 Breadth of experience, +3 INT)
Monster lore (amber) = + 28 (+10, +5 breadth of experience, +10 do you know your enemy?, +3 INT)
Nature (Sapphire) +18 (+10, +5 Breadth of experience, +3 INT)
History (emerald) +18 (+10, +5 Breadth of experience, +3 INT)
Secret Codes/Scripts (ruby) +18 (+10, +5 Breadth of experience, +3 INT)
Planes +11 (+5 breadth of experience, +3 INT, +3 codex)
Dungonerring +11 (+5 Breadth of expeirence, +3 INT, +3 codex)
Ride [QCK] - +11 (+5 animal affinity, +6 QCK)
Handle Animal [CHA] +2 (CHA)
Nature [INT]: +2 (INT)
Use Object [QCK]: +6 (QCK)
Saves (WLP)= +4 (+2 Devoute bonus +2 WLP)
Primary Class: Devout
Class Bonus: "Holy (or 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.
Primary Profession: Paladin
Profession Bonus:
"Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession: Healer
Profession Bonus:
Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity, 1 Free Healing Skill
[Healers mend the wounds of those around them, whether physically, mentally or emotionally. They may be natural healers, magical healers, physicians, combat medics or any type of healer in between. They are one of the most important members of any team.]
Race:
Snow Elf
Racial Weakness (if applicable):
None
Racial Skills:
Elven Beauty, Immunity To sleep, Magical Affinity
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Alert (crystal)
2. Athletic (crystal)
3. Animial affinity (crystal)
4. Acrobatic (crystal)
5. Divine Interference (crystal)
6. Honor Shield (topaz)
7. Divine Health (topaz)
8. Divine Healing Surge (topaz)
9. Divine Ruination (amber)
10. Chosen One (amber)
11. Animal Companion* (amber)
12. A hero never fails (sapphire)
13. Celestial Smite (sapphire)
14. Noble Guard 1/2 damage 3 time per combat ruby rank (sapphire)
15. Divine Delving (support)
16. None shall pass (support)
17. Power strike (emerald)
18. Sword and Board (emerald)
19. Neutralize poison/venom (emerald)
20. Paladins Hand (Anniversary Bonus)
21. mercy (free healing skill)
- Remove stun (topaz)
Remove curse (amber)
Remove Blindness (Sapphire)
Remove Magical Posion (Emerald)
Remove Paralyzation (ruby)
22. None Shall Fall (replacing Healing affinity auto skill second profession)
23. Shield Weapon 1d8 (ruby)
24. Dual Wield (ruby)
25. Status Debuff (ruby)
Flavor 1: Polylingual (crystal)
Flavor 2: Animal Tranning (crystal)
Flavor 3: Breadth of Experience (crystal)
Flavor 4: Zone of Truth (Topaz)
Flavor 5: Do you Know your enemy? (amber)
Flavor 6: Sacred Touch (sapphire)
Flavor 7: Lightning Intiative (Emerald)
Flavor 8: Alluring Tongue (reputation)
Flavor 9: Vigilance (reputation)
Flavor 10: Intimidate (reputation)
Flavor 11: Knowledge (ruby)
Arcana (crystal) +13 (+10 Knowledge, +3 Codex of Anamthea)
Religion (topaz) +10
Monster lore (amber) +10
Nature (Sapphire) +10
History (emerald) +10
Secret Codes/Scripts (ruby)+10
Dungonerring (+3 codex)
Planes (+3 codex)
Le-Zo Zammakr, Planar Ally
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.
Flaws
1. Code of Honor
2. Intolerance (Rumerians)
3. Love of Nature
Reputation Bonuses/effects
Reputation 31 Fame
10- +1 to diplomacy, +1 to gather information, -1 to bluff, -1 to intimidation
20- +2 diplomacy, +2 gather information, -2 bluff, -2 intimidation
free flavor skill: Alluring Tongue
25- gain one trait point
30 - bounus Flavor skill: Vigilance
35 - You are well-known far and wide in all the more populated areas. Only the more rural areas have never heard of you. You've gained a +3 your two chosen tactics or talents, and a -3 to the remaining two.
40 - CHOOSE 1 BONUS FLAVOR SKILL- Intimidation
Magical quriks/weaknesses
1. Rune Scarred- Snowflakes on cheek bone/forehead
2. Body shimmers like the ice.
3. Comfort Object- Vilkas, Kaldra
4. Overwhelming Empathy- feel others pain
5. White hair
*Companion: Arctic Fox "Kaldra"
Animal Companion Kaldra- Raelgil Mithril
Rank: Emerald Adept
Dice: 2d75 (extra 5 for companion boon)
HP: 47 (+10 Hp from collar)
DC: 22 (Base 10+QCK)
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Int roll= +12 (+12 QCK)
Physical Strike = +9 (+9 STR)
Magical Strike = +4 INT
Magic Damage = +4 (+4 INT)
Add to Spell's DC (Mages)= 14+ 4 INT=18 DC
Save agst Magic = +3 (Iron will )
Traits
Strenght [9]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [4]
Perception [0]
Charisma [0]
Tactics
Diplomacy (CHA): 0
Intimidation (STR or CHA): +9 (STR)
Bluff (CHA): +0
Disguise (CHA): +0
Stealth (QCK): +17 (+12 QCK, +5 Stealth)
Insight (PER): +0
Talents
Alert -
Spot [PER] +5
Listen [PER] +5
Athletics [STR or END] +14 (+5 Athletics, +9 STR), +5 (+5 athletics)
Climb [STR or END] - A short climb would be STR +14 , a long intense climb would be END +5.
Jump [STR] +11 (+5 Athletics, +6 STR)
Swim [STR or END] - A short swim would be STR +14, a long swim would be END +5.
Acrobatics [QCK] = +17 (+12 QCK, +5 acrobatics)
Tumble [QCK] = +17 (+12 QCK, +5 acrobatics)
Balance [QCK] = +17 (+12 QCK, +5 acrobatics)
Gather Info [CHA]: +0
Knowledge [INT]: +4 INT
(General) +4 INT
Ride [QCK] - +12 QCK
Handle Animal [CHA] +0
Nature [INT]: +4 (INT)
Use Object [QCK]: +12 (QCK)
Saves (WLP)= +3 (Iron will)
Essential command Skills for Kaldra 4+1 base 2 per gemstone rank
(combat bounus)
1. Attack
2. Down
3. Stay
4. Subdue
(Base Commands 4 int+1)
5. Amour
6. Defend
7. Sniff out
8. Scout Ahead
9. Stalk
(Extra Commands 2 per gemstone rank)
10. Ambush (Cyrstal)
11. Go home (crystal)
12. Guard (Topaz)
13. Bull rush (topaz)
14. Seek (amber)
15. Deliver (amber)
16. Attack Advanced (Sapphire)
17. Carry message (sapphire)
18. Courage (Emerald)
19. Detect (emerald)
NORMAL COMMANDS
1. Come
2. Down
3. Fetch
4. Heel
5. Perform (Roll Over, Shake Hands, Dance, play Dead)
6. Sit
7. Work
8. Stop
9. Speak
25 traits, 17 skills, 7 flavors
1. Stealth (Cyrstal)
2. Razor Tusk (crystal)
3. Savage maw (Crystal)
4. Advantagious Avodiance (evade) (crystal)
5. Companion Boon (crystal)
6. Extra commands (companion class bonus)
7. acrobatic (Topaz)
8. athletic (topaz)
9. alert (topaz)
10. Darksight (Amber)
11. claw strike (amber)
12. Self-healing (amber)
13. Speed of a cheetah (Sapphire)
14. Iron Will (Sapphire)
15. Rend (Sapphire)
16. Light Companion (Emerald)
17. Counter attack (emerald)
18. Bull Rush Strike (emerald)
19. Cheat Death (Second companion class bonus)
Flavor 1: Nimble Feet (cyrstal)
Flavor 2: Winter Child (crystal)
Flavor 3: Track (crystal)
Flavor 4: Scent (Topaz)
Flavor 5: Sense undead (amber)
Flavor 6: Trackless Step (Sapphire)
Flavor 7: Undead Resistance (emerald)
Def Cap +20 Light amour only- small size animal
Total Def: +20 mundane/magical (+7 from collar, +13 From amour)
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: Fox's Collar- Made from platinum the color reflects the icy snows, and etched in the collar all the way around are tiny snowflakes, in the center of the collar is an icy blue half sapphire in the center of a golden sun. (+7 def magical/mundane, +10 hp)
Barding: Armor if animal knows Armor Command
Body: Fox-sized-and-shaped mithralweave armor +13 DEF (magically warded) , 1500 gp, 12 cp
Ethereal - 1500 gp, 12 cp
☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Benevolent - 750 gp, 6 cp
☼ ☼ ☼
Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Spiked Pauldrons [Cloak]
These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldrons deal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large).
[Worth: 6,500gp]
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.
Essential command Skills for Kaldra
1. Attack
2. Sniff out
3. scout ahead
4. defend
5. stalk
6. ambush
7. subdue
8. go home
9. Guard
10. Bull Rush
11. Seek
12. Amour
13. Deliver
14. Sneak
NORMAL COMMANDS
1. Come
2. Down
3. Fetch
4. Heel
5. Perform (Roll Over, Shake Hands, Dance, play Dead)
6. Sit
7. Stay
8. Work
9. Hold
10. Speak- bark
Any bonus skills for class? Healing Affinity, Rezz Dead, Combat affinity
Weapons with dice effects / enchantments:
Primary Weapon: elven thinblade, metalline enchant (default Geometrium-Any weapon primarily composed of metal can be made as a geometrium weapon. Their shapes always differ and are more angled, with even curved scimitars becoming sharp chevron shapes on hilts or other designs. It has the normal mass as steel, and always glows faintly with mathematical symbols and grids, even if not enhanced with magic. Geometrium counts as both "lawful (axiomatic)" and "cold iron" for the purpose of bypassing damage reduction. ONLY LAWFUL CREATURES CAN EFFECTIVELY WIELD A GEOMETRIUM WEAPON. , frost enchant, paragon +2 (1d6 base) 1d8 (paragoned): Gold cost: 8625, CP cost: 69
Secondary Weapon: Fizzwinken's Ecto-Lunar Scything Battle Module
1d6
This arandur scimitar is silvery-blue, due to the blood of a blue dragon added to the metal. Once per adventure, you may command this blade to glow with the soft and pure light of the moon, causing all undead to be repelled from the bearer. Undead cannot willingly come within 10 feet of the bearer for one full combat and all attacks you make with this blade will hit incorporeal creatures. The blade must recharge every 24 hours in the light of the moon. This weapon cannot be harmed or broken by cold, fire or electricity. This incredible blade can also be used as a moonlit torch, but this soft light will not repel undead, simply light your way with a silvery glow. It does 1d6 damage.
Ranged Weapon:
Bow of the Frostmoon [Weapon] ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.
[Worth: 12,500gp]
Melee-Hardened Serren Bow Melee (base 1d8) *1d10 Ranged (base 2d8) *2d10 - 2000 gp for the bow, 3000 gp for the Serren, 16 cp
Serren trees are very rare and grow only in other planes. The trees serve as vessels for nature spirits, and any branch that falls from a serren tree can be fashioned into a bow, arrow, or crossbow bolt imbued with a portion of the tree’s spirit. Serren bows have the ghost touch special quality, although this property is not magical.
Deflecting: 1000 gp, 8 cp
☼ ☼
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Distance: 500 gp, 4 cp
☼
This is placed on ranged weapons and doubles the range increment of that weapon.
Impact: 2000 gp, 16 cp
☼ ☼
Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
*Paragon +2 dice sides - 4000 gp, 32 cp
Adamantine Arrows 250 gp and 2 cp - 1 arrow
These arrows bypass any defenses one has from armor that is lower strength than adamantine itself. They can be used 5 times before they need to be replaced, if they are scavenged.
Hidden Weapon: Dagger, Punching (Katar) [1d5] 2000gp
Extra Attack Item: -Spear of the Lizard-King [Weapon]
This spear (2d4) is made of hardened reeds, it can create a link between any opponent and the wielder. Once blood has been drawn with the spear, the wielder knows how close to death that creature is (their exact hit points, which can be told by DM to them in IM).
[Worth: 4,500gp]
Extra Defense Item:
Heavy Adamantine Shield: 750 gp for the shield, 4000 gp for adamantine, 6 cp (*Bonus 7 slots) (1d8)
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
Mount Bound - 500 gp, 4 cp
☼
Your shield with this enchantment can transform at will into any mount that is sized appropriately for you (such as a riding dog, a heavy horse, a monstrous spider). You lose all bonuses and use of enchantments while it is in mount form, but it can stay in mount form for as long as you desire. Choosen Mount Form: White Pegasus
Heraldic Crest, courage - 1500 gp, 12 cp
☼
This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This symbol depicts a pouncing lion. The bearer gains a +5 bonus on initiative checks. Once per day, the shield casts healing of up to 10hp on the bearer.
Linked - 500 gp, 4 cp
☼
Linked shields allow you to mind link to any other ally with a "linked" enchanted shield over 10 miles radius. You may speak telepathically to each other. Allies Linked to: Vilkas
Tattooed - 125 gp, 1 cp
☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
Sharpened Shield - 250 gp, 2 cp
☼
A shield can have it's edges sharpened or studded in some way to give slashing damage instead of bludgeoning damage. You must have "Shield Weapon" to use a shield as a weapon.
*Reflective 8,000gp | 2,000gp | 16CP
☼ ☼
This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Head: Helm of Glorious Recovery [Head] (+5 Magical Defense) (Paladin, Vindicator (Good), Priest (Good) only) This magnificent helmet is chased with gold and silver, and set with three yellow topazes. Developed by a militant, lawful good sect for its paladins, these helmets are potent healing devices. Once per day, this helmet can heal you completely of all damage and negative effects (such as disease, poison, trait point loss). [Worth: 6000gp]
Face: -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: Amulet of Teamwork [Neck]
This chain comes together in the form of linked hands. This amulet helps you work more effectively in a team. For every team member working as an ally with you, each ally gains +1 to all saves, +1 to damage, and +1 to any DC for spells, poisons, etc. Only one Amulet of Teamwork may be in use at any time, they do not stack.
[Worth: 15,000gp]
Torso: -Winged Vest [Torso]
This black leather vest is decorated with fine black scales and has a pair of dragonlike wings folded against its back. When you activate a winged vest, it unfolds its manticore wings and allows you to fly at double your normal speed. This allows you to take any skills that require flight.
[Worth: 1,500gp]
Body (Armor): Heavy Battle Plate Astrial Driftmetal 15,000 (magic/physical def) [+35] 17,500 (Paladin Free)
Benevolent
☼ ☼ ☼
Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Ethereal
☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Cloak: Wintry Robe 12,000gp
This blue and white silk robe gives viewers the impression of ice and frozen fog forming over its surface. The robe grants the wearer +5 DEF against Cold and all cold-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of ice as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of cold damage.
[Worth: 10,000gp]
Waist: - Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
Arms/Wrist: -Beastfriend Collar [Magic Item] or (enchanted with shift item to fit on wrist)
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
Enchanted with:
Shift Magic Item 8,000gp
You can take any magic item you own and have the power transferred into another object so that it fits into a different slot. You can do this with just about anything, from rings, amulets, boots, bracelets, bracers, gauntlets, gloves, headbands, medallions, necklaces.....etc! You must first gain or buy the magic item, then pay extra to have it's power transferred to an item of your choice.
Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet:-Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
Body Modification: Such as tattoos, piercings.
Bonds of Friendship (for both, left ring finger)
Bonds of Friendship 10,000gp for Both
Bonds of friendship are matching tattoos that two people receive in the same location on their bodies. Many friends choose matching ring tattoos, but any abstract or symbolic tattoo will work, so long as they are exactly the same and in the same spot. The tattoos provide their bearers with a constant knowledge of the other’s well-being, regardless of distance, so long as they are on the same plane of existence. Additionally, when both tattoo bearers are fighting in the same battle (within 100 feet of each other), they each receive a +1 bonus to strike and damage rolls.
Bonds of friendship only work in pairs; there is no benefit to getting one without a friend to get the matching tattoo, and no more than two people can benefit from the magic of the tattoos. In the event that one member of the pair dies, the surviving member will be fully and completely aware of their passing, then the magic of the tattoo will cease. Should one member of the pair cross to another plane of existence, the other will no longer be aware of their status, but will sense that the tattoo is still active.
Brand of the Red Healer (on right hand)
3000 gp
Kaiken, otherwise known as the Red Healer, is a minor goddess of healing. There is a tattoo that brings the blessing of Kaiken in the form of a handprint, or fingerprint in rust-red color. This tattoo boosts the healing points of someone with Healing Affinity by 10 points per day.
Rings (up to 2 active at a time)
1. Ring of Assimilation [Ring]
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
[Worth: 2,000gp]
Assimilated with:
Martyr's Tear [Magical Item]
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per adventure, the bearer may transfer up to 3d5 of their hit points into the stone. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 15 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
2. -Ring of Shields [Ring] (upgraded)
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +5 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
[Worth: 1,500gp]
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.
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.
Consumables: (Up to five types, no limit on how much of each type.)
1. Snakebite Potion 1,500gp
Snakebite has the taste of bitter apples and an aroma of nutmeg and ginger. When consumed, it delays the effect of poison for one hour. In addition, any yuan-ti, vishkanya or snake-creature that bites a person with snakebite active in their veins takes damage, DC15 Endurance save, if they pass 1d6 dmg, if they fail 2d6 damage.
2. Senses - A foul tasting potion that sharpens hearing and sight, providing a +2 alchemical bonus to spot and listen checks for 3 hours. - 125gp
3. Blindsight - This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive.After consuming this elixir, the user gains blindsight for 1 combat. - 300gp
4. Ice Chalk 5gp Each
Ice chalk comes in a variety of colors. These waxy sticks can be used to make temporary marks on any icy surface, similar to how chalk can be used to mark slate or stone.
5. Pouch of Slipsand: These tiny grains of sand are made of glass and are extremely slippery. You can use your pouch of slipsand as a ranged attack, as the slipsand bursts from the pouch it covers the ground beneath the target causing them to slip and fall, and lose one turn of combat if they fail an Acrobatics Save of DC18. One Use. [consumable]
Battle Trance Scroll (Ruby, Constant d8/Combat, Save Not Required)
Magical Pack Items (Up to five magical / wondrous items.) (bag of holding adds 5 more slots)
1. -Nexus Crystal [Magic Item]
These cloudy, white crystals are believed to form spontaneously— though extremely infrequently— when a region of planar chaos drifts near a lawfully oriented one. When carried, a nexus crystal bestows the ability to survive the conditions of a hostile plane as though the bearer were native to that plane. For example, the crystal would give immunity to the fires of the Plane of Fire and the life-draining radiation of the Negative Energy Plane. Any adaptation given protects only against the hazards of the plane itself, not the creatures within it—fire attacks from creatures on the Plane of Fire are still hazardous to the bearer. The crystal doesn't provide protection against extreme conditions not normally experienced by inhabitants of the given plane, such as the vacuum of space on the Material Plane.
[Worth: 5,000gp]
2. Opalescent Amulet 4,000gp | 1,000gp | 8CP
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks).
3. Banner of Valor [Magic Item]
Made from bright silks, gold thread, and other flashy materials, the banner of valor bolsters the spirits of all friendly troops that gaze upon it. The banner holder can remove fear effects at will on chosen creatures within a 20-foot radius. In addition, the holder can of the banner can heal up to three individuals of 10hp during one combat.
[Worth: 10,000gp]
4. -Gauntlets of Arrow Reflection [Hands]
(Deflect Arrows Skill Needed)
Once per adventure, when you claim use of the Deflect Arrows skill, you may choose to reflect the arrow back to the back to the target instead of simply evading damage, causing them to take the damage instead of you.
[Worth: 4000gp]
5. Ring of Cages [Ring]
When places on the finger of a living creature, this ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
(bag of holding +5 solts)
6. Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
7. Fizzwinken's Gilded Commando Assault Gorget
This gold gorget fits nicely around the neck, and appears to be more a fashion accessory than anything useful. That is far from the truth, for while it is gorgeously set with diamonds, sapphires and a large turquoise it also has a cracked dragon scale set into the middle of the gorget. Wearing this gorget aids in combat with several kinds of foes. It allows you to ignore the damage reduction of evil dragons (only dragons, not dragon type creatures such as dragonborn). Once per combat, the wearer takes half damage from any attack from an evil creature. The wearer can speak and understand Celestial, and can detect evil at will. The wearer gains a +5 bonus on Knowledge (Planes) checks, and all spells gain a +1 to their DC. Against evil aligned foes, you gain a +1 to your DDC.
8. Magic Bedroll 500gp | 125gp | 1CP
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
[Slot: Gear]
9. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
10. Quietus [Weapon] ☼ ☼ ☼ ☼
(Priest Profession Focus)
This 1d6 longsword is enchanted with Baneful (Undead - extra 1d5), as well as Phantom (strike incorporeal), making it a powerful weapon against the undead. The bearer cannot be turned undead, and if you are a Priest Profession, your boost to Divine Turning is now +5.
[Worth: 10,000gp]
+10 magic Item slots from Back pack of holding
11. -Driftdisc [Magic Item]
Levitating disc lifts 300 lbs and moves at the same speed as a normal creature (30 feet).
[Worth: 1000gp]
12. -Monocle of Veracity [Head/Eyes]
The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses. Twice per day, it can create a zone of truth 10 feet around the wearer which lasts 15 minutes. It does not force anyone to answer, but if they do answer they must speak the truth. In addition, this monocle grants its wearer a +5 bonus on Insight checks. Though it fits over only one of the wearer’s eyes, the item takes up the entire eyes slot.
[Worth: 4,000gp]
13. -Cocoon Cloak [Cloak]
This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer’s body, hardening into a solid silk cocoon. The wearer can breathe normally. While enveloped in this way, the sleeping individual is protected from damaging attacks or spells. The cocoon opens and transforms back into a cloak once the wearer awakens.
[Worth: 5000gp]
14. Collar of Resistance [Animal Collar]
This collar when worn by your animal companion or familiar, gives them a +2 to any saves they are asked to make for any reason.
15. -Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
16. 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]
17.
18. Fork of Freshness [Magic Item]
This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual.
[Worth: 1000gp]
19.
-Boots of Lavawalking [Feet]
These black and red leather boots are stiff and somewhat uncomfortable to wear. The soles of the boots are made of some sort of strange, red, glasslike substance that is much stronger than steel yet still somewhat flexible. Boots of lavawalking allow the wearer to walk over liquid surfaces such as water. The boots also grant a resistance to fire, which is enough to allow the wearer to ignore damage from contact with lava and therefore allowing the wearer to tread upon molten rock with comfort and ease but does not give the person immunity to fire or any fire defense against attacks.
[Worth: 6,500gp]
20. 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]
Mundane (non-magical pack Items
Belgoi Bell: These small bells are crafted of belgoi bones and are used by the belgoi to channel their psionic power. In the hands of anyone but a belgoi they are but a macabre trinket.
2d5 Longspear
Heavy Steel Shield [+5 ] 3000gp (reparied)
Dagger, Punching (Katar) [1d5] 2000gp
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Private Stash
1 Vial of Amoebic Goo [One Use]
You've brought back a vial of sticky, gooey clear amoebic goo which can be applied to any metal or stone weapon. Upon a stone or metal weapon, this amoebic goo acts as an acid doing an extra 2d5 acid damage for one combat. It also forces anyone that it damages to roll a DC15 Endurance save against nausea as they glimpse images of the Far Realm that sends them into screaming, convulsive fits of nausea. Nausea causes a -2 to ALL dice rolls until they receive a Cure Illness/Sickness. They can only be affected by this nausea once, if they pass their save they are immune for the rest of combat.
-Ghoul Shell Armor 14,000gp ☼ ☼ ☼ ☼
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills. (Medium Armor)
[Worth: 14,000gp]
-Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000gp]
-Elven Curveblade 2d8 (2 Handed)
-
Other Information:
Rank: Emerald Adept
Dice: 2d70
XP: 349
GP: 6,750gp
Reputation: 31
Rezzes: 5/5
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)
1. Heavens blessing: As a paladin she can bestow the grace of her divine connection on her allies with a simple prayer the heavens will open up and those chosen to receive this blessing will have their HP restored. Once per adventure this spell heals max hp allowed by AOE ranks. (HEAL)
Sapphire 10 hp for 3 allies
Emerald 15 hp for 4 allies
Ruby 1/2 damage for 5 allies
Obsidian full damage for 6 allies
2. Svol's Blessing: Her connection to the goddess of winter is so strong once per combat she can bestow one ally with the mark of her goddess which appears in the form of a snowflake on their hand or cheek only for that round of combat and the barer of this marking is healed for max hp according to healing rank. (HEAL)
Sapphire: up to 20 hp
Emerald: 1/2 dmg or 25 hp
Ruby & Obsidian: Heal full dmg
3. Kissed by Frost: Her devotion to the goddess of winter is such that once per combat, she can bestow the mark of her goddess on an enemy which would appear in the shape of a snowflake upon them as long as the spell is in effect, this snowflake effectively renders the targeted enemy frozen for the rounds of combat determined by rank. (Fail if immune to Cold/Frost/ice attacks) (DC save 14+ 3 intel=17) (HOLD)
Amber and Sapphire: 2 rounds held
Emerald and Ruby: 3 rounds held
Obsidian: 4 rounds held
4. Snowflake Flurry: Once per combat using her connection to the goddess of winter, being the devout paladin she is, she can summon a flurry of snowflakes to swirl around her enemies effectively freezing them, number of enemies frozen is determined by rank. (Fail if Immune to Cold/Frost/ice attacks) (DC save 14+3 intel =17) (HOLD)
Amber and Sapphire: 1 round held targeting 3 enemies
Emerald and Ruby: 1 round held targeting 4 enemies
Obsidian: 2 rounds held targeting 5 enemies
5. Snow Kissed: Her faith and connection to the goddess of winter is such that once per combat, she is granted the ability to be one with the element of snow effectively turning her body into a swirl of snowflakes evading damage inflicted by an enemy. Damage evaded determined by rank. (EVADE)
Amber and Sapphire: Evade 1/2 damage
Ember, Ruby, Obsidian: Evade Full Damage
6. Summon Frost Golem: Her affinity and faith and devotion to her the goddess of winter is such that she had been blessed with the ability to call upon a fierce creature made of the harsh elements she was raised in. A Frost Golem stats for creature and rounds summoned for determined by rank. (Cold Damage for attack/Weak to fire takes double damage) (SUMMON)
Sapphire: 3 rounds, 2d68, 34hp, DEF DC12, Strike +2, 1d6 Attack
Emerald: 4 rounds, 2d70, 35hp, DEF DC13, Strike +3, 1d8 Attack
Ruby: 5 rounds, 2d75, 37hp, DEF DC14, Strike +4, 2d6 Attack
Obsidian: Full Combat, 2d80, 40hp, DEF DC15, Strike +5, 2d8 Attack
7. Snow Kissed Friends: Once per combat because of her divine connection and devotion to the goddess of winter the paladin can utter a prayer for her allies which will grace them with the marking of her goddess those who bare the mark of the snowflake (appearing on hand or cheek mun preference) Will gain a defense boost for one round or constant duration of combat, boost in defense determined by rank. (ALLY DEF BOOST)
Sapphire: +6 or constant +3 (5 allies)
Emerald and Ruby: +8 or constant +4 (6 allies)
Obsidian: +10 or constant +5 (all allies)
8. Reflective Ice Wall: Summons a Wall of ice that Reflects damage taken by an enemy back to them in the from of light damage, the way the light is reflected off the wall of ice is so bright and so intense it actually not only damages the enemy it also stuns them. Damage Reflected determined by rank, rounds stunned for determined by rank. (DUAL DEFENSIVE SPELL Reflect/Stun)
Sapphire: Reflect 1/4 damage / Stun for 1 rounds
Emerald and Ruby: Reflect 1/3 damage / stun for 2 rounds
Obsidian: Reflect 1/2 Damage/ stun for 3 rounds
9. Mark of the Goddess: Using her faith and her connection to her goddess, the goddess of winter, she can mark an enemy with the mark of her goddess, marking appears as a snowflake on the enemy emblazoned on their chest over their heart (if they have a heart if not just emblazons on their chest). Once the mark appears it renders that enemy Frozen solid on a molecular level. This causes the enemy to be stunned and take Damage over time as they are rendered frostbitten. Rounds stunned and Damage taken over time based on rank. (DUAL SPELL STUN/DOT) (Fail if immune to cold/frost/ice attacks) (DC to save 14 +3 intel=17)
Sapphire: Stun 1 rounds/Frostbite damage +1 damage/ 1 rounds
Emerald: Stun 1 rounds/ Frostbite +2 damage/ 1 rounds
Ruby: Stun 2 rounds/ Frostbite +3 damage/ 2 rounds
Obsidian: Stun 3 rounds/Frostbite +4 damage/ 3 rounds
10. Brilliant Radiance: Once cast this lasts for the full duration of combat. Because the paladin is so devout in her ways of being holy she is able to tap into and channel her inner light, infusing her attack with light or brilliance damage on top of regular normal damage done from a normal attack. (COMBAT EFFECT BRILLIANCE/LIGHT DAMAGE)
COMBAT MANEUVERS
Fighting Style: Elven way
Maneuver Name: Elven Grace
Type of Maneuver: Trait Boost
Range/area of effect: Boosts Quick
Target/s: self
Duration: Length of adventure
Saving Throw: (No)
Explanation:
1. Elven Grace: Once per combat, Being of Elven descent she can tap into the grace of her proud zorcan elven ancestors and get a boost to her quick trait. Boost given based on rank. (TRAIT BOOST)
Sapphire/emerald/ruby: +2 quick
Obsidian: +3 quick
Fighting Style: Elven way
Maneuver Name: Elven Speed
Type of Maneuver: Evade
Range/area of effect: Evade Full Damage
Target/s: Self
Duration: One Attack per combat
Saving Throw: (No)
Explanation:
2. Elven speed: Once per combat she can tap into the speed of her ancestors and move so quickly that she evades an attack. Evade Full damage. (EVADE)
Fighting Style: Paladin's way
Maneuver Name: Reflective Sheild
Type of Maneuver: Reflect
Range/area of effect: Reflect Full Damage
Target/s: Self/ally (mun choice)
Duration: Once per combat
Saving Throw: Yes
Explanation:
3. Reflective Sheild: As a skilled paladin, she can use her shield once per combat to reflect fully damage taken by an enemy back to that enemy, full damage dealt is served back to the enemy who dealt it. (REFLECT DAMAGE) (can be done for an ally or self)
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Fighting Style: Paladins way
Maneuver Name: A Paladin's Might
Type of Maneuver: Trait Boost
Range/area of effect: Boosts Strength Trait
Target/s: Self
Duration: Length of Adventure
Saving Throw: (No)
Explanation:
4. A Paladin's Might: Once per combat she can tap into the strength of all the paladins that came before her boosting her own strength in the process. Boost given determined by rank. (TRAIT BOOST)
Sapphire/emerald/ruby: +2 Str
Obsidian: +3 Str
Raelgil Mithril aka Crystal Knight
Screen Name:
Tales0fBeauty
Font: Constantia
Font Color: Cobalt
Alignment:
Lawful Good
Occupation: Paladin of the Holy order, Knight of the Order of the Silver Flame
Member of the OH Adventuring company
Languages: Common, Zorcan, Elven, Auran
Country of Origin:
Svolhilt, Alzorc
Description:
Champion
Current Rank: Ruby Captain
Current Dice: 2d88
Current Hit Points: 48 (Half Dice = 44, Endurance=2, Willpower = 2, Diehard = 0)
Defense DC: 16 (10 + Quickness) or 18 (Benevolence when only helping allies)
Int roll= +21 (+10 lightning int, +6 QCK, +5 Heraldic Crest of courage-shield)
Physical Strike = +13 (power attack +12 STR, +1 Bonds of frindship)
Magical Strike = +3 INT
Melee Damage = +23 +dmg (+12 STR, +10 sword and board, +1 Bonds of friendship)
Ranged Damage = +7 ( +6 QCK, +1 bonds of friendship)
Magic Damage = +3 (+2 INT, +1 bonds of friendship)
Add to Spell's DC (Mages)= 14+ 3 INT=17 DC
Save agst Magic = +4 (+2 devoute bounus, + 2 WLP)
Traits
Strength [12]
Quickness [6]
Endurance [3]
Willpower [2]
Perception [0]
Intelligence [3]
Charisma [3]
Tactics
Diplomacy (CHA): +23 (+10 Elven beauty, +5 alluring tongue, +6 reputation, +2 CHA)
Intimidation (STR or CHA): +14 (+12 STR, -3 reputation, +5 intimidation)
Bluff (CHA): -1 (+2 CHA, -3 reputation)
Disguise (CHA): +2
Stealth (QCK): +9 (+4 QCK, +5 Tunic of the night)
Insight (PER): +5 (+5 Monoclae of veractiy)
Talents
Alert -
Spot [PER] +5
Listen [PER] +5
Athletics [STR or END] +17 (+5 Athletics, +12 STR), +7 (+5 athletics, +2 END)
Climb [STR or END] - A short climb would be STR +17 , a long intense climb would be END +7.
Jump [STR] +17 (+5 athletics, +12 STR)
Swim [STR or END] - A short swim would be STR +17, a long swim would be END +7.
Acrobatics [QCK] = +11 (+5 Acrobatic, +6 QCK)
Tumble [QCK] =+11 (+5 Acrobatic, +6 QCK)
Balance [QCK] =+11 (+5 Acrobatic, +6 QCK)
Gather Info [CHA]:+8 (+2 CHA, +6 reputation)
Knowledge [INT]: (Monster Lore) +28 (+10 knoweldge, +10 do you know your enemy?, +5 Breadth of experience, +3 INT)
(General) +7 (+5 breadth of experience, +2 INT)
Knowledge (skill)
Arcana (crystal) = +21 (+10, +5 Breadth of experience, +3 INT, +3 Codex)
Religion (topaz) +18 (+10, +5 Breadth of experience, +3 INT)
Monster lore (amber) = + 28 (+10, +5 breadth of experience, +10 do you know your enemy?, +3 INT)
Nature (Sapphire) +18 (+10, +5 Breadth of experience, +3 INT)
History (emerald) +18 (+10, +5 Breadth of experience, +3 INT)
Secret Codes/Scripts (ruby) +18 (+10, +5 Breadth of experience, +3 INT)
Planes +11 (+5 breadth of experience, +3 INT, +3 codex)
Dungonerring +11 (+5 Breadth of expeirence, +3 INT, +3 codex)
Ride [QCK] - +11 (+5 animal affinity, +6 QCK)
Handle Animal [CHA] +2 (CHA)
Nature [INT]: +2 (INT)
Use Object [QCK]: +6 (QCK)
Saves (WLP)= +4 (+2 Devoute bonus +2 WLP)
Primary Class: Devout
Class Bonus: "Holy (or 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.
Primary Profession: Paladin
Profession Bonus:
"Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession: Healer
Profession Bonus:
Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity, 1 Free Healing Skill
[Healers mend the wounds of those around them, whether physically, mentally or emotionally. They may be natural healers, magical healers, physicians, combat medics or any type of healer in between. They are one of the most important members of any team.]
Race:
Snow Elf
Racial Weakness (if applicable):
None
Racial Skills:
Elven Beauty, Immunity To sleep, Magical Affinity
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Alert (crystal)
2. Athletic (crystal)
3. Animial affinity (crystal)
4. Acrobatic (crystal)
5. Divine Interference (crystal)
6. Honor Shield (topaz)
7. Divine Health (topaz)
8. Divine Healing Surge (topaz)
9. Divine Ruination (amber)
10. Chosen One (amber)
11. Animal Companion* (amber)
12. A hero never fails (sapphire)
13. Celestial Smite (sapphire)
14. Noble Guard 1/2 damage 3 time per combat ruby rank (sapphire)
15. Divine Delving (support)
16. None shall pass (support)
17. Power strike (emerald)
18. Sword and Board (emerald)
19. Neutralize poison/venom (emerald)
20. Paladins Hand (Anniversary Bonus)
21. mercy (free healing skill)
- Remove stun (topaz)
Remove curse (amber)
Remove Blindness (Sapphire)
Remove Magical Posion (Emerald)
Remove Paralyzation (ruby)
22. None Shall Fall (replacing Healing affinity auto skill second profession)
23. Shield Weapon 1d8 (ruby)
24. Dual Wield (ruby)
25. Status Debuff (ruby)
Flavor 1: Polylingual (crystal)
Flavor 2: Animal Tranning (crystal)
Flavor 3: Breadth of Experience (crystal)
Flavor 4: Zone of Truth (Topaz)
Flavor 5: Do you Know your enemy? (amber)
Flavor 6: Sacred Touch (sapphire)
Flavor 7: Lightning Intiative (Emerald)
Flavor 8: Alluring Tongue (reputation)
Flavor 9: Vigilance (reputation)
Flavor 10: Intimidate (reputation)
Flavor 11: Knowledge (ruby)
Arcana (crystal) +13 (+10 Knowledge, +3 Codex of Anamthea)
Religion (topaz) +10
Monster lore (amber) +10
Nature (Sapphire) +10
History (emerald) +10
Secret Codes/Scripts (ruby)+10
Dungonerring (+3 codex)
Planes (+3 codex)
Le-Zo Zammakr, Planar Ally
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.
Flaws
1. Code of Honor
2. Intolerance (Rumerians)
3. Love of Nature
Reputation Bonuses/effects
Reputation 31 Fame
10- +1 to diplomacy, +1 to gather information, -1 to bluff, -1 to intimidation
20- +2 diplomacy, +2 gather information, -2 bluff, -2 intimidation
free flavor skill: Alluring Tongue
25- gain one trait point
30 - bounus Flavor skill: Vigilance
35 - You are well-known far and wide in all the more populated areas. Only the more rural areas have never heard of you. You've gained a +3 your two chosen tactics or talents, and a -3 to the remaining two.
40 - CHOOSE 1 BONUS FLAVOR SKILL- Intimidation
Magical quriks/weaknesses
1. Rune Scarred- Snowflakes on cheek bone/forehead
2. Body shimmers like the ice.
3. Comfort Object- Vilkas, Kaldra
4. Overwhelming Empathy- feel others pain
5. White hair
*Companion: Arctic Fox "Kaldra"
Animal Companion Kaldra- Raelgil Mithril
Rank: Emerald Adept
Dice: 2d75 (extra 5 for companion boon)
HP: 47 (+10 Hp from collar)
DC: 22 (Base 10+QCK)
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Int roll= +12 (+12 QCK)
Physical Strike = +9 (+9 STR)
Magical Strike = +4 INT
Magic Damage = +4 (+4 INT)
Add to Spell's DC (Mages)= 14+ 4 INT=18 DC
Save agst Magic = +3 (Iron will )
Traits
Strenght [9]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [4]
Perception [0]
Charisma [0]
Tactics
Diplomacy (CHA): 0
Intimidation (STR or CHA): +9 (STR)
Bluff (CHA): +0
Disguise (CHA): +0
Stealth (QCK): +17 (+12 QCK, +5 Stealth)
Insight (PER): +0
Talents
Alert -
Spot [PER] +5
Listen [PER] +5
Athletics [STR or END] +14 (+5 Athletics, +9 STR), +5 (+5 athletics)
Climb [STR or END] - A short climb would be STR +14 , a long intense climb would be END +5.
Jump [STR] +11 (+5 Athletics, +6 STR)
Swim [STR or END] - A short swim would be STR +14, a long swim would be END +5.
Acrobatics [QCK] = +17 (+12 QCK, +5 acrobatics)
Tumble [QCK] = +17 (+12 QCK, +5 acrobatics)
Balance [QCK] = +17 (+12 QCK, +5 acrobatics)
Gather Info [CHA]: +0
Knowledge [INT]: +4 INT
(General) +4 INT
Ride [QCK] - +12 QCK
Handle Animal [CHA] +0
Nature [INT]: +4 (INT)
Use Object [QCK]: +12 (QCK)
Saves (WLP)= +3 (Iron will)
Essential command Skills for Kaldra 4+1 base 2 per gemstone rank
(combat bounus)
1. Attack
2. Down
3. Stay
4. Subdue
(Base Commands 4 int+1)
5. Amour
6. Defend
7. Sniff out
8. Scout Ahead
9. Stalk
(Extra Commands 2 per gemstone rank)
10. Ambush (Cyrstal)
11. Go home (crystal)
12. Guard (Topaz)
13. Bull rush (topaz)
14. Seek (amber)
15. Deliver (amber)
16. Attack Advanced (Sapphire)
17. Carry message (sapphire)
18. Courage (Emerald)
19. Detect (emerald)
NORMAL COMMANDS
1. Come
2. Down
3. Fetch
4. Heel
5. Perform (Roll Over, Shake Hands, Dance, play Dead)
6. Sit
7. Work
8. Stop
9. Speak
25 traits, 17 skills, 7 flavors
1. Stealth (Cyrstal)
2. Razor Tusk (crystal)
3. Savage maw (Crystal)
4. Advantagious Avodiance (evade) (crystal)
5. Companion Boon (crystal)
6. Extra commands (companion class bonus)
7. acrobatic (Topaz)
8. athletic (topaz)
9. alert (topaz)
10. Darksight (Amber)
11. claw strike (amber)
12. Self-healing (amber)
13. Speed of a cheetah (Sapphire)
14. Iron Will (Sapphire)
15. Rend (Sapphire)
16. Light Companion (Emerald)
17. Counter attack (emerald)
18. Bull Rush Strike (emerald)
19. Cheat Death (Second companion class bonus)
Flavor 1: Nimble Feet (cyrstal)
Flavor 2: Winter Child (crystal)
Flavor 3: Track (crystal)
Flavor 4: Scent (Topaz)
Flavor 5: Sense undead (amber)
Flavor 6: Trackless Step (Sapphire)
Flavor 7: Undead Resistance (emerald)
Def Cap +20 Light amour only- small size animal
Total Def: +20 mundane/magical (+7 from collar, +13 From amour)
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: Fox's Collar- Made from platinum the color reflects the icy snows, and etched in the collar all the way around are tiny snowflakes, in the center of the collar is an icy blue half sapphire in the center of a golden sun. (+7 def magical/mundane, +10 hp)
Barding: Armor if animal knows Armor Command
Body: Fox-sized-and-shaped mithralweave armor +13 DEF (magically warded) , 1500 gp, 12 cp
Ethereal - 1500 gp, 12 cp
☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Benevolent - 750 gp, 6 cp
☼ ☼ ☼
Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Spiked Pauldrons [Cloak]
These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldrons deal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large).
[Worth: 6,500gp]
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.
Essential command Skills for Kaldra
1. Attack
2. Sniff out
3. scout ahead
4. defend
5. stalk
6. ambush
7. subdue
8. go home
9. Guard
10. Bull Rush
11. Seek
12. Amour
13. Deliver
14. Sneak
NORMAL COMMANDS
1. Come
2. Down
3. Fetch
4. Heel
5. Perform (Roll Over, Shake Hands, Dance, play Dead)
6. Sit
7. Stay
8. Work
9. Hold
10. Speak- bark
Any bonus skills for class? Healing Affinity, Rezz Dead, Combat affinity
Weapons with dice effects / enchantments:
Primary Weapon: elven thinblade, metalline enchant (default Geometrium-Any weapon primarily composed of metal can be made as a geometrium weapon. Their shapes always differ and are more angled, with even curved scimitars becoming sharp chevron shapes on hilts or other designs. It has the normal mass as steel, and always glows faintly with mathematical symbols and grids, even if not enhanced with magic. Geometrium counts as both "lawful (axiomatic)" and "cold iron" for the purpose of bypassing damage reduction. ONLY LAWFUL CREATURES CAN EFFECTIVELY WIELD A GEOMETRIUM WEAPON. , frost enchant, paragon +2 (1d6 base) 1d8 (paragoned): Gold cost: 8625, CP cost: 69
Secondary Weapon: Fizzwinken's Ecto-Lunar Scything Battle Module
1d6
This arandur scimitar is silvery-blue, due to the blood of a blue dragon added to the metal. Once per adventure, you may command this blade to glow with the soft and pure light of the moon, causing all undead to be repelled from the bearer. Undead cannot willingly come within 10 feet of the bearer for one full combat and all attacks you make with this blade will hit incorporeal creatures. The blade must recharge every 24 hours in the light of the moon. This weapon cannot be harmed or broken by cold, fire or electricity. This incredible blade can also be used as a moonlit torch, but this soft light will not repel undead, simply light your way with a silvery glow. It does 1d6 damage.
Ranged Weapon:
Bow of the Frostmoon [Weapon] ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.
[Worth: 12,500gp]
Melee-Hardened Serren Bow Melee (base 1d8) *1d10 Ranged (base 2d8) *2d10 - 2000 gp for the bow, 3000 gp for the Serren, 16 cp
Serren trees are very rare and grow only in other planes. The trees serve as vessels for nature spirits, and any branch that falls from a serren tree can be fashioned into a bow, arrow, or crossbow bolt imbued with a portion of the tree’s spirit. Serren bows have the ghost touch special quality, although this property is not magical.
Deflecting: 1000 gp, 8 cp
☼ ☼
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Distance: 500 gp, 4 cp
☼
This is placed on ranged weapons and doubles the range increment of that weapon.
Impact: 2000 gp, 16 cp
☼ ☼
Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
*Paragon +2 dice sides - 4000 gp, 32 cp
Adamantine Arrows 250 gp and 2 cp - 1 arrow
These arrows bypass any defenses one has from armor that is lower strength than adamantine itself. They can be used 5 times before they need to be replaced, if they are scavenged.
Hidden Weapon: Dagger, Punching (Katar) [1d5] 2000gp
Extra Attack Item: -Spear of the Lizard-King [Weapon]
This spear (2d4) is made of hardened reeds, it can create a link between any opponent and the wielder. Once blood has been drawn with the spear, the wielder knows how close to death that creature is (their exact hit points, which can be told by DM to them in IM).
[Worth: 4,500gp]
Extra Defense Item:
Heavy Adamantine Shield: 750 gp for the shield, 4000 gp for adamantine, 6 cp (*Bonus 7 slots) (1d8)
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
Mount Bound - 500 gp, 4 cp
☼
Your shield with this enchantment can transform at will into any mount that is sized appropriately for you (such as a riding dog, a heavy horse, a monstrous spider). You lose all bonuses and use of enchantments while it is in mount form, but it can stay in mount form for as long as you desire. Choosen Mount Form: White Pegasus
Heraldic Crest, courage - 1500 gp, 12 cp
☼
This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This symbol depicts a pouncing lion. The bearer gains a +5 bonus on initiative checks. Once per day, the shield casts healing of up to 10hp on the bearer.
Linked - 500 gp, 4 cp
☼
Linked shields allow you to mind link to any other ally with a "linked" enchanted shield over 10 miles radius. You may speak telepathically to each other. Allies Linked to: Vilkas
Tattooed - 125 gp, 1 cp
☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
Sharpened Shield - 250 gp, 2 cp
☼
A shield can have it's edges sharpened or studded in some way to give slashing damage instead of bludgeoning damage. You must have "Shield Weapon" to use a shield as a weapon.
*Reflective 8,000gp | 2,000gp | 16CP
☼ ☼
This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Head: Helm of Glorious Recovery [Head] (+5 Magical Defense) (Paladin, Vindicator (Good), Priest (Good) only) This magnificent helmet is chased with gold and silver, and set with three yellow topazes. Developed by a militant, lawful good sect for its paladins, these helmets are potent healing devices. Once per day, this helmet can heal you completely of all damage and negative effects (such as disease, poison, trait point loss). [Worth: 6000gp]
Face: -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: Amulet of Teamwork [Neck]
This chain comes together in the form of linked hands. This amulet helps you work more effectively in a team. For every team member working as an ally with you, each ally gains +1 to all saves, +1 to damage, and +1 to any DC for spells, poisons, etc. Only one Amulet of Teamwork may be in use at any time, they do not stack.
[Worth: 15,000gp]
Torso: -Winged Vest [Torso]
This black leather vest is decorated with fine black scales and has a pair of dragonlike wings folded against its back. When you activate a winged vest, it unfolds its manticore wings and allows you to fly at double your normal speed. This allows you to take any skills that require flight.
[Worth: 1,500gp]
Body (Armor): Heavy Battle Plate Astrial Driftmetal 15,000 (magic/physical def) [+35] 17,500 (Paladin Free)
Benevolent
☼ ☼ ☼
Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Ethereal
☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Cloak: Wintry Robe 12,000gp
This blue and white silk robe gives viewers the impression of ice and frozen fog forming over its surface. The robe grants the wearer +5 DEF against Cold and all cold-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of ice as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of cold damage.
[Worth: 10,000gp]
Waist: - Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
Arms/Wrist: -Beastfriend Collar [Magic Item] or (enchanted with shift item to fit on wrist)
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
Enchanted with:
Shift Magic Item 8,000gp
You can take any magic item you own and have the power transferred into another object so that it fits into a different slot. You can do this with just about anything, from rings, amulets, boots, bracelets, bracers, gauntlets, gloves, headbands, medallions, necklaces.....etc! You must first gain or buy the magic item, then pay extra to have it's power transferred to an item of your choice.
Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet:-Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
Body Modification: Such as tattoos, piercings.
Bonds of Friendship (for both, left ring finger)
Bonds of Friendship 10,000gp for Both
Bonds of friendship are matching tattoos that two people receive in the same location on their bodies. Many friends choose matching ring tattoos, but any abstract or symbolic tattoo will work, so long as they are exactly the same and in the same spot. The tattoos provide their bearers with a constant knowledge of the other’s well-being, regardless of distance, so long as they are on the same plane of existence. Additionally, when both tattoo bearers are fighting in the same battle (within 100 feet of each other), they each receive a +1 bonus to strike and damage rolls.
Bonds of friendship only work in pairs; there is no benefit to getting one without a friend to get the matching tattoo, and no more than two people can benefit from the magic of the tattoos. In the event that one member of the pair dies, the surviving member will be fully and completely aware of their passing, then the magic of the tattoo will cease. Should one member of the pair cross to another plane of existence, the other will no longer be aware of their status, but will sense that the tattoo is still active.
Brand of the Red Healer (on right hand)
3000 gp
Kaiken, otherwise known as the Red Healer, is a minor goddess of healing. There is a tattoo that brings the blessing of Kaiken in the form of a handprint, or fingerprint in rust-red color. This tattoo boosts the healing points of someone with Healing Affinity by 10 points per day.
Rings (up to 2 active at a time)
1. Ring of Assimilation [Ring]
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
[Worth: 2,000gp]
Assimilated with:
Martyr's Tear [Magical Item]
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per adventure, the bearer may transfer up to 3d5 of their hit points into the stone. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 15 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
2. -Ring of Shields [Ring] (upgraded)
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +5 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
[Worth: 1,500gp]
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.
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.
Consumables: (Up to five types, no limit on how much of each type.)
1. Snakebite Potion 1,500gp
Snakebite has the taste of bitter apples and an aroma of nutmeg and ginger. When consumed, it delays the effect of poison for one hour. In addition, any yuan-ti, vishkanya or snake-creature that bites a person with snakebite active in their veins takes damage, DC15 Endurance save, if they pass 1d6 dmg, if they fail 2d6 damage.
2. Senses - A foul tasting potion that sharpens hearing and sight, providing a +2 alchemical bonus to spot and listen checks for 3 hours. - 125gp
3. Blindsight - This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive.After consuming this elixir, the user gains blindsight for 1 combat. - 300gp
4. Ice Chalk 5gp Each
Ice chalk comes in a variety of colors. These waxy sticks can be used to make temporary marks on any icy surface, similar to how chalk can be used to mark slate or stone.
5. Pouch of Slipsand: These tiny grains of sand are made of glass and are extremely slippery. You can use your pouch of slipsand as a ranged attack, as the slipsand bursts from the pouch it covers the ground beneath the target causing them to slip and fall, and lose one turn of combat if they fail an Acrobatics Save of DC18. One Use. [consumable]
Battle Trance Scroll (Ruby, Constant d8/Combat, Save Not Required)
Magical Pack Items (Up to five magical / wondrous items.) (bag of holding adds 5 more slots)
1. -Nexus Crystal [Magic Item]
These cloudy, white crystals are believed to form spontaneously— though extremely infrequently— when a region of planar chaos drifts near a lawfully oriented one. When carried, a nexus crystal bestows the ability to survive the conditions of a hostile plane as though the bearer were native to that plane. For example, the crystal would give immunity to the fires of the Plane of Fire and the life-draining radiation of the Negative Energy Plane. Any adaptation given protects only against the hazards of the plane itself, not the creatures within it—fire attacks from creatures on the Plane of Fire are still hazardous to the bearer. The crystal doesn't provide protection against extreme conditions not normally experienced by inhabitants of the given plane, such as the vacuum of space on the Material Plane.
[Worth: 5,000gp]
2. Opalescent Amulet 4,000gp | 1,000gp | 8CP
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks).
3. Banner of Valor [Magic Item]
Made from bright silks, gold thread, and other flashy materials, the banner of valor bolsters the spirits of all friendly troops that gaze upon it. The banner holder can remove fear effects at will on chosen creatures within a 20-foot radius. In addition, the holder can of the banner can heal up to three individuals of 10hp during one combat.
[Worth: 10,000gp]
4. -Gauntlets of Arrow Reflection [Hands]
(Deflect Arrows Skill Needed)
Once per adventure, when you claim use of the Deflect Arrows skill, you may choose to reflect the arrow back to the back to the target instead of simply evading damage, causing them to take the damage instead of you.
[Worth: 4000gp]
5. Ring of Cages [Ring]
When places on the finger of a living creature, this ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
(bag of holding +5 solts)
6. Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
7. Fizzwinken's Gilded Commando Assault Gorget
This gold gorget fits nicely around the neck, and appears to be more a fashion accessory than anything useful. That is far from the truth, for while it is gorgeously set with diamonds, sapphires and a large turquoise it also has a cracked dragon scale set into the middle of the gorget. Wearing this gorget aids in combat with several kinds of foes. It allows you to ignore the damage reduction of evil dragons (only dragons, not dragon type creatures such as dragonborn). Once per combat, the wearer takes half damage from any attack from an evil creature. The wearer can speak and understand Celestial, and can detect evil at will. The wearer gains a +5 bonus on Knowledge (Planes) checks, and all spells gain a +1 to their DC. Against evil aligned foes, you gain a +1 to your DDC.
8. Magic Bedroll 500gp | 125gp | 1CP
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
[Slot: Gear]
9. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
10. Quietus [Weapon] ☼ ☼ ☼ ☼
(Priest Profession Focus)
This 1d6 longsword is enchanted with Baneful (Undead - extra 1d5), as well as Phantom (strike incorporeal), making it a powerful weapon against the undead. The bearer cannot be turned undead, and if you are a Priest Profession, your boost to Divine Turning is now +5.
[Worth: 10,000gp]
+10 magic Item slots from Back pack of holding
11. -Driftdisc [Magic Item]
Levitating disc lifts 300 lbs and moves at the same speed as a normal creature (30 feet).
[Worth: 1000gp]
12. -Monocle of Veracity [Head/Eyes]
The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses. Twice per day, it can create a zone of truth 10 feet around the wearer which lasts 15 minutes. It does not force anyone to answer, but if they do answer they must speak the truth. In addition, this monocle grants its wearer a +5 bonus on Insight checks. Though it fits over only one of the wearer’s eyes, the item takes up the entire eyes slot.
[Worth: 4,000gp]
13. -Cocoon Cloak [Cloak]
This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer’s body, hardening into a solid silk cocoon. The wearer can breathe normally. While enveloped in this way, the sleeping individual is protected from damaging attacks or spells. The cocoon opens and transforms back into a cloak once the wearer awakens.
[Worth: 5000gp]
14. Collar of Resistance [Animal Collar]
This collar when worn by your animal companion or familiar, gives them a +2 to any saves they are asked to make for any reason.
15. -Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
16. 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]
17.
18. Fork of Freshness [Magic Item]
This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual.
[Worth: 1000gp]
19.
-Boots of Lavawalking [Feet]
These black and red leather boots are stiff and somewhat uncomfortable to wear. The soles of the boots are made of some sort of strange, red, glasslike substance that is much stronger than steel yet still somewhat flexible. Boots of lavawalking allow the wearer to walk over liquid surfaces such as water. The boots also grant a resistance to fire, which is enough to allow the wearer to ignore damage from contact with lava and therefore allowing the wearer to tread upon molten rock with comfort and ease but does not give the person immunity to fire or any fire defense against attacks.
[Worth: 6,500gp]
20. 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]
Mundane (non-magical pack Items
Belgoi Bell: These small bells are crafted of belgoi bones and are used by the belgoi to channel their psionic power. In the hands of anyone but a belgoi they are but a macabre trinket.
2d5 Longspear
Heavy Steel Shield [+5 ] 3000gp (reparied)
Dagger, Punching (Katar) [1d5] 2000gp
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Private Stash
1 Vial of Amoebic Goo [One Use]
You've brought back a vial of sticky, gooey clear amoebic goo which can be applied to any metal or stone weapon. Upon a stone or metal weapon, this amoebic goo acts as an acid doing an extra 2d5 acid damage for one combat. It also forces anyone that it damages to roll a DC15 Endurance save against nausea as they glimpse images of the Far Realm that sends them into screaming, convulsive fits of nausea. Nausea causes a -2 to ALL dice rolls until they receive a Cure Illness/Sickness. They can only be affected by this nausea once, if they pass their save they are immune for the rest of combat.
-Ghoul Shell Armor 14,000gp ☼ ☼ ☼ ☼
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills. (Medium Armor)
[Worth: 14,000gp]
-Foe Reaver [Weapon]
First made by frost giants, this 2d8 greataxe has a pale blue sheen. In the hands of someone weak to fire, it grants an extra +5 Defense against fire attacks.
[Worth: 12,000gp]
-Elven Curveblade 2d8 (2 Handed)
-
Other Information:
Rank: Emerald Adept
Dice: 2d70
XP: 349
GP: 6,750gp
Reputation: 31
Rezzes: 5/5
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)
1. Heavens blessing: As a paladin she can bestow the grace of her divine connection on her allies with a simple prayer the heavens will open up and those chosen to receive this blessing will have their HP restored. Once per adventure this spell heals max hp allowed by AOE ranks. (HEAL)
Sapphire 10 hp for 3 allies
Emerald 15 hp for 4 allies
Ruby 1/2 damage for 5 allies
Obsidian full damage for 6 allies
2. Svol's Blessing: Her connection to the goddess of winter is so strong once per combat she can bestow one ally with the mark of her goddess which appears in the form of a snowflake on their hand or cheek only for that round of combat and the barer of this marking is healed for max hp according to healing rank. (HEAL)
Sapphire: up to 20 hp
Emerald: 1/2 dmg or 25 hp
Ruby & Obsidian: Heal full dmg
3. Kissed by Frost: Her devotion to the goddess of winter is such that once per combat, she can bestow the mark of her goddess on an enemy which would appear in the shape of a snowflake upon them as long as the spell is in effect, this snowflake effectively renders the targeted enemy frozen for the rounds of combat determined by rank. (Fail if immune to Cold/Frost/ice attacks) (DC save 14+ 3 intel=17) (HOLD)
Amber and Sapphire: 2 rounds held
Emerald and Ruby: 3 rounds held
Obsidian: 4 rounds held
4. Snowflake Flurry: Once per combat using her connection to the goddess of winter, being the devout paladin she is, she can summon a flurry of snowflakes to swirl around her enemies effectively freezing them, number of enemies frozen is determined by rank. (Fail if Immune to Cold/Frost/ice attacks) (DC save 14+3 intel =17) (HOLD)
Amber and Sapphire: 1 round held targeting 3 enemies
Emerald and Ruby: 1 round held targeting 4 enemies
Obsidian: 2 rounds held targeting 5 enemies
5. Snow Kissed: Her faith and connection to the goddess of winter is such that once per combat, she is granted the ability to be one with the element of snow effectively turning her body into a swirl of snowflakes evading damage inflicted by an enemy. Damage evaded determined by rank. (EVADE)
Amber and Sapphire: Evade 1/2 damage
Ember, Ruby, Obsidian: Evade Full Damage
6. Summon Frost Golem: Her affinity and faith and devotion to her the goddess of winter is such that she had been blessed with the ability to call upon a fierce creature made of the harsh elements she was raised in. A Frost Golem stats for creature and rounds summoned for determined by rank. (Cold Damage for attack/Weak to fire takes double damage) (SUMMON)
Sapphire: 3 rounds, 2d68, 34hp, DEF DC12, Strike +2, 1d6 Attack
Emerald: 4 rounds, 2d70, 35hp, DEF DC13, Strike +3, 1d8 Attack
Ruby: 5 rounds, 2d75, 37hp, DEF DC14, Strike +4, 2d6 Attack
Obsidian: Full Combat, 2d80, 40hp, DEF DC15, Strike +5, 2d8 Attack
7. Snow Kissed Friends: Once per combat because of her divine connection and devotion to the goddess of winter the paladin can utter a prayer for her allies which will grace them with the marking of her goddess those who bare the mark of the snowflake (appearing on hand or cheek mun preference) Will gain a defense boost for one round or constant duration of combat, boost in defense determined by rank. (ALLY DEF BOOST)
Sapphire: +6 or constant +3 (5 allies)
Emerald and Ruby: +8 or constant +4 (6 allies)
Obsidian: +10 or constant +5 (all allies)
8. Reflective Ice Wall: Summons a Wall of ice that Reflects damage taken by an enemy back to them in the from of light damage, the way the light is reflected off the wall of ice is so bright and so intense it actually not only damages the enemy it also stuns them. Damage Reflected determined by rank, rounds stunned for determined by rank. (DUAL DEFENSIVE SPELL Reflect/Stun)
Sapphire: Reflect 1/4 damage / Stun for 1 rounds
Emerald and Ruby: Reflect 1/3 damage / stun for 2 rounds
Obsidian: Reflect 1/2 Damage/ stun for 3 rounds
9. Mark of the Goddess: Using her faith and her connection to her goddess, the goddess of winter, she can mark an enemy with the mark of her goddess, marking appears as a snowflake on the enemy emblazoned on their chest over their heart (if they have a heart if not just emblazons on their chest). Once the mark appears it renders that enemy Frozen solid on a molecular level. This causes the enemy to be stunned and take Damage over time as they are rendered frostbitten. Rounds stunned and Damage taken over time based on rank. (DUAL SPELL STUN/DOT) (Fail if immune to cold/frost/ice attacks) (DC to save 14 +3 intel=17)
Sapphire: Stun 1 rounds/Frostbite damage +1 damage/ 1 rounds
Emerald: Stun 1 rounds/ Frostbite +2 damage/ 1 rounds
Ruby: Stun 2 rounds/ Frostbite +3 damage/ 2 rounds
Obsidian: Stun 3 rounds/Frostbite +4 damage/ 3 rounds
10. Brilliant Radiance: Once cast this lasts for the full duration of combat. Because the paladin is so devout in her ways of being holy she is able to tap into and channel her inner light, infusing her attack with light or brilliance damage on top of regular normal damage done from a normal attack. (COMBAT EFFECT BRILLIANCE/LIGHT DAMAGE)
COMBAT MANEUVERS
Fighting Style: Elven way
Maneuver Name: Elven Grace
Type of Maneuver: Trait Boost
Range/area of effect: Boosts Quick
Target/s: self
Duration: Length of adventure
Saving Throw: (No)
Explanation:
1. Elven Grace: Once per combat, Being of Elven descent she can tap into the grace of her proud zorcan elven ancestors and get a boost to her quick trait. Boost given based on rank. (TRAIT BOOST)
Sapphire/emerald/ruby: +2 quick
Obsidian: +3 quick
Fighting Style: Elven way
Maneuver Name: Elven Speed
Type of Maneuver: Evade
Range/area of effect: Evade Full Damage
Target/s: Self
Duration: One Attack per combat
Saving Throw: (No)
Explanation:
2. Elven speed: Once per combat she can tap into the speed of her ancestors and move so quickly that she evades an attack. Evade Full damage. (EVADE)
Fighting Style: Paladin's way
Maneuver Name: Reflective Sheild
Type of Maneuver: Reflect
Range/area of effect: Reflect Full Damage
Target/s: Self/ally (mun choice)
Duration: Once per combat
Saving Throw: Yes
Explanation:
3. Reflective Sheild: As a skilled paladin, she can use her shield once per combat to reflect fully damage taken by an enemy back to that enemy, full damage dealt is served back to the enemy who dealt it. (REFLECT DAMAGE) (can be done for an ally or self)
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Fighting Style: Paladins way
Maneuver Name: A Paladin's Might
Type of Maneuver: Trait Boost
Range/area of effect: Boosts Strength Trait
Target/s: Self
Duration: Length of Adventure
Saving Throw: (No)
Explanation:
4. A Paladin's Might: Once per combat she can tap into the strength of all the paladins that came before her boosting her own strength in the process. Boost given determined by rank. (TRAIT BOOST)
Sapphire/emerald/ruby: +2 Str
Obsidian: +3 Str