Post by rageofnocturne@aol.com on Aug 22, 2014 21:44:09 GMT -5
Vilkas Silverblood/ Obsidian Prime/ 3d15/ HP-58/ DC-18/ Heal others- 36/ Devout/ Paladin/ Combat/ Fighter/ Flaws: Bravado,Love of Nature, Dark Premonitions/ Weak: Fire x1.5/
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Name: Vilkas Silverblood
Screen Name: rageofnocturne@aol.com
Alignment: lawfully good
Country of Origin: Alzorc, Drekfalle
Worships: Rig, Sverrir, Zorja, Tid, Flaks and Sjanse
Languages: Common, Draconic, Elven, Zorcan
Description:
Personality:
Current Rank: Obsidian Prime
Current Dice: 3d15
Current Hit Points: 58(Base 40 + end 8+will+diehard 10)
Defense DC:18 (10+ quickness)
Total Defence-Mundane- 40 Magical- 40 Fire- 15
Total Strike- +19 (str +14 +3 fighter +2 fizz weapon)
Total Damage- +52 normal (14 str +12 s&b +3 fighter +3 fizz weapon +5 combat sleeve+15 dw expert)
+54 normal injured
+57 shifted (14 str +12 s&b +3 fighter +3 fizz weapon +5 combat sleeve +5 bestial fury+15 dw expert)
+59 shifted injured
Total Initiate- +23 (lightning +10 Crest+5 Qck +8)
Traits
* +1 Str from 25 reputation +1 Str from 3rd anniversary +1 Str 50 reputation
Talents- Pass 1 Spot/day, Immune to mental influence
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
--Rig's symbol tattoo on right of neck--
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: Combat
Class Bonus:Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no
cost), or unarmed that he/she has become proficient using, giving them a +3
damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. (War hammer)
Race: Dragonborn (Chromium)
Racial Weakness (if applicable):Fire 1.5 dmg
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
1. (racial) Dragon Heritage: You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
2. (racial) Elemental Immunity Cold- You may take this skill to become immune to one of the following elements: fire, cold, wind, sonic, earth, lightning, water. You may not take this skill to become immune to a weakness of any sort, including flaws. You may only take this skill ONCE.
This skill takes TWO SKILL SLOTS.
3. (flaw) Divine Interference: When an enemy within 30 feet hits an ally with an attack, you can make the enemy re-roll the strike roll and take the second roll.
4. (flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
5. (flavor crystal) Lightning Initiative:You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
6. (flavor crystal) Shapeshifting: You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
7. (crystal) Bestial Fury
: A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
8. (crystal) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire.
9. (crystal) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire.
10. (crystal) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
11. (crystal) Concussive Breath : When you use your breath weapon, you have the ability to stun your opponent as well as damage them. They must pass an Endurance check of 10+ your gemstone level (such as Topaz would be 12, Amber would be 13), if they fail then they not only take damage but are stunned and unable to react for as many rounds as allowed by rank. A save is given for each round. This can be used once per combat.
12. (topaz)Divine Ruination : As you make a ruinous strike against your opponent, a blast of divine energy hurtles from your blade hitting a second enemy that is within close range. The second opponent takes the same damage that you gave to the first.
13.(topaz)Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
14.(topaz)Divine Healing Surge : A paladin is more combative than a healer, but that does not remove their role of a support healer. Once per adventure, a paladin may heal everyone on the board at one time for 5 hit points each with positive healing magic.
15.(flavor topaz)Emblazon Crest: Any tabard or tunic worn and any shield carried by the paladin can be made to display a coat of arms when the skill is used. For example, even if the subject picks up a different shield, it still displays the subject's crest, regardless of the shield's normal appearance.
16.(Flavor) Do You Know Your Enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks, even if you do not have this Knowledge.
17. (Amber) Alert : You gain a +5 to Spot and Listen Checks.
18. (Amber) Sacred Conduit : You are the sacred conduit of your deity and are able to give a devastating attack once per combat, allowing you to roll your combat dice twice as you strike not only with weapon but with the holy radiant and blazing energy of your deity.
19. (Amber) Paladin's Hand: Once per combat, you may use your healing points to heal one ally before you begin your attack that round. Once the healing is accomplished you may then proceed with your round as normal.
20.(Flavor)Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
21.(Sapphire) Dual-Wield Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces Dual-Wield Focus. This is an innate skill.
22.(Sapphire) Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
23.(Sapphire) Chosen One : The paladin has trained himself to protect others and to keep them safe, no matter the cost. The paladin must sacrifice all other actions on their turn to keep this up, but he is able to completely cover and protect any one party member on the field and still retains any skills that boost his defense.
24. (Flavor) Everybody Move: Once per combat, you may take up your turn to allow every ally to move and change positions.
25. (Emerald) Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their strike. This is an innate skill.
26.(Emerald) Shield Weapon: This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning.
Heavy Steel: 1d8
27. (Emerald)Flyby Attack: You are able to attack two enemies during one round using a flyby attack. You must pass Strike for both. If you wish to attack the same person with both attacks, you must roll your Strike twice and pass both.
28. (Rep. Flavor 20) Sacred Touch: You are able to stabilize a dying creature merely by touching them, at will during combat. This allows someone who is, for instance, at 10/10 hit points and about to die, to be healed 1 point to take them to 9/10.
29. (2 year anniversary day 7) Hallowed Bolt : By swinging your holy weapon, you can call divine bolts of lightning down upon your target dealing a one time 1d5 extra damage as you attack, once per combat. This increases to 2d5 at Emerald, and 3d5 at Obsidian.
30. (Rep. Flavor 30) Divine Delving : Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy. Work with the DM in order to find out what it is you may be seeing during a mission or adventure.
31. (Rep. Flavor 40) Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
32. (Paladin)Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
33. (Paladin)Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby- 26
34. (Combat)Sword and Board: double shield defence and take as extra dmg.
35.(Flavor) Pact of Peace: You are able to offer a defeated creature the chance to accept a binding pact of peace as a condition of its surrender. A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example prohibitions include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank. The target may choose to deny the pact of peace, and face whatever consequences that may befall them (imprisonment, death, banishment, etc).
36. (Fighter) Greater Dual-Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three
attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll. This is an innate skill.
37.(Ruby) Titan's Grip: Like the mythical Titans, whom even the Gods feared, your strength of arm is beyond comprehension. You are able to devote yourself to one feat of truly awesome strength once a day. Automatically passing a Strength Check.
38.(Ruby) Strike Me Instead! : There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
39.(Ruby) Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
40. (Free) Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
41. (Free) 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.
42. (Devout) Psionic Affinity: Can cast magic with the use of your mind.
43. (60 reputation) Master at Arms : The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any
weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it. This is a constant skill.
44.(Flavor) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill.
45.(Obsidian) Revival : A Paladin may give up 5hp of their own, to a combatant that has been dealt a killing blow, if it will keep them from death. It does not have to be the Paladin's turn.
46.(Obsidian) To the Bitter End : You can continue to fight even after taking damage that would kill another person. You are not knocked out at 0 hit points, and instead can fight until -10 hit points, though each round you fight below 0 hit points you must make an Endurance Save of DC10 + however many hit points you are over 0. So if you have -3 hit points, you must roll an Endurance of DC13. If you fail your check, you fall immediately dead.
47.(Obsidin) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
Flaws
Dark Premonitions:
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
Love of Nature
Your love of the natural world is so great that you find it difficult to attack natural creatures.
Penalty: You must roll a Willpower Check DC15, in order to attack a natural creature unless it has specifically attacked you.
Bravado
You are rash in combat, refusing to show weakness by falling back from your enemies' blows.
Penalty: You may not gain the benefit of any kind of Evade or Dodge skill, you also cannot take skills such as Live to Fight Another Day. Any skill that causes you to move away from an attack, or run from combat, you cannot take.
Weapons with dice effects / enchantments:
Primary Weapon:* Rig's Fist 2d10 +5 strike +6 dmg
(Legacy Fizzwinken's Pulverizing Assault Siege Hammer)
This terrifying 2d10 hammer's haft is carved of black wood and thick black leather wraps the lower half of the haft, it is slightly longer than a traditional warhammer's haft. Its iron head appears to have four heads connected together, and is hollow. The hammerheads all glow red signifying the great power within. The cavity is filled with iron filings and quicksilver. This allows the hammer to deliver blows of incredible might. When the hammer is swung, the quicksilver and iron filings fill the upper portions of the hammerhead, increasing the speed at which the hammer is swung, giving it a +2 to Strike. When the hammer strikes, this mixture is flung forward, filling the front half of the heads and increasing the impact of the blow, allowing a +3 to damage. Like a lucerne hammer, this hammer also has a spiked head made from a dragon claw which can do piercing damage instead of bludgeoning damage if you choose to use the spiked head instead of the hammer head. It also has the Keen, Vorpal, Impact and Dessicating Burst enchantments. Upon a critical hit, it triples your rank dice instead of doubling. Once per combat on a successful strike with the hammerhead side, if the target takes any damage, the target must make a Willpower Save of DC10 + Owner's Strength or will lose their next turn from the force of the hammers hit.
(Crits on 19, +piercing dmg,+slashing dmg +1d5 dmg dessication, 1/combat 3x dmg on critical Paragon +2, ignored def on critical)( immune to dragon breath, rust, disintigration, rot and the like. If destroyed, lost, stolen etc. returns the next day in perfect condition.)
[Worth: ??]
--Blessed by Rig--
Secondary Weapon:
Ranged Weapon:
Hidden Weapon: Glassteel dagger- 1d4 +5 to conceal this weapon
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Rig's Palm +12 dmg + cold and fire 2d12 +5 def colf, fire and electricity
(Legacy Fizzwinken's Scythe-Ripper Frostburn Targe)
This arandur heavy steel shield +6 DEF has a very thick spiked adamantine shield boss in the center, and is studded with adamantine spikes. It grants an extra +5 DEF against cold, fire or electricity attacks. The edges of this oversized round shield are sharpened, and can used as a weapon for either slashing (edges) or piercing (spikes). It does 1d12 damage (with Shield Weapon skill).
Once per day, the wielder of this shield may make a binding strike. If successful in your attack, the target of the binding strike cannot move extra-dimensionally by any means (including shadow, umbra, teleporation, ethereal, dimension door, etc). This effect lasts for 1d3 rounds. If you fail your strike, the binding strike for that day is wasted.
Regardless of circumstances, you simply cannot drop this shield, even with a critical fail. Upon command, this shield is sheathed in cold icy blue flames. The flames do not harm the wielder, but against creatures weak to cold or fire, they do extra damage. A pouncing lion is depicted on this shield made of small, white dragon scales. It grants a +5 to Initiative rolls, and can heal the bearer once per day of up to 10hp. Once per combat, you may use your amazing shield to deflect an attack upon you towards another enemy.
It also retains:
Animated Shield: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. This only allows for defense, an animated shield is not intelligent enough to make attacks for you (such as with shield weapon).
Linked: 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.
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks. Darksight Goggles [Head/Eyes]
These goggle's dark lenses are made of round obsidian sheets thin enough to see through. They grant the wearer darkvision 120 ft., as well as a +3 bonus on Spot and Search checks while in darkness.
[Worth: 4,000gp]
Neck: Such as amulets, medallions, torcs, necklaces. Chunk'o'Rune Ice: This hunk of blue-white ice can fit in a medium creature's hand and is carved with white ancient runes. If anyone knows Runin, the runes on various pieces mean "Protect", "Guard", "Ice", "Winter" and "Cold". This magical item can be put on a necklace, or even just carried in someone's pocket or pack, and while it is on your person allows you to walk on icy or snowy surfaces without taking any type of check; effectively giving you the "Icewalking" skill.
Torso: Such as shirt, vest, vestments or tabards.-Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Body (Armor): Such as armor, or robe. Astral Driftmetal Heavy Battle Plate Armor w/ Rending, Shifter, Elemental Resistance Fire ☼ ☼ ☼ ☼ ☼
Forged for the strongest of warriors, heavy battle plate armor is simply a heavily reinforced suit of full plate armor. Astral Driftmetal- This extraordinarily rare mineral is mined from islands of matter floating in the Astral Plane. It is very similar to iron but has a single remarkable feature: armor crafted from astral driftmetal is fully effective against magical attacks, as if it were made of force. Astral driftmetal is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from it.
35 defence mundane and magical/ no penalty. +5 defence to fire, +5 dmg when melee hit.
Crystal of Rubicund Frenzy [Armor Crystal]
This ruby is cut into a torus—beveled on top, flat below. It is meant to be attached to a suit of armor. A rubicund frenzy drinks your blood when you are wounded, whipping you into a savage frenzy. This item functions only for living creatures that bleed. This grants you a +2 to weapon damage, as well as a +2 to any saves made against fear effects.
Cloak: Such as a cloak, cape, or mantle. Red Dragonskin Mantle- +5 fire defence +5 magic defence
Waist: Such as a belt or scarf, or girdle. Blinkback Belt [Waist]* *
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
[Worth: 1,500gp]
Legs:
Arms/Wrist: Such as bracers, bracelets. Gauntlets of Throwing [Hands or Arms]
This pair of flexible but tough maroon leather gauntlets has a complex sigil on each palm. Gauntlets of throwing turn any handheld weapon into a deadly thrown weapon. When you activate gauntlets of throwing, you grant any one melee weapon you hold the throwing and returning properties for 1 round, the weapon does the same damage as it would do used in melee, and you would add your Quickness bonus to it instead of Strength due to using it ranged. The gauntlets function in this way once per combat.
Hands: Such as gloves, gauntlets, wrappings or one glove. Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
By Master Tattoo Artist
Brand of the Red Healer (Left Forearm)- +10 healing points per day.
Bonds of Friendship (left ring finger)- +1 strike, +1 dmg, + aware of others status
Rings: (Up to two active)
1.
2.
3. Ring of Obsidian Heart (free ring slot item): This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
Consumables: (Up to five types, no limit on how much of each type.)
1. Athletics Potion - Gain a +2 to Athletics Checks for 3 hours
2. Dried Fulminate Puffballs - These dried mushrooms can be lobbed as a ranged weapon, doing 1d4 damage as they explode. x2
3. Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
4. Ointment of the White Ravens [Consumable]
If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp]
5. 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.
Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding(+5 slots)
1. Shapeshifter Medallion[pin]- keeps all non armor items in use when shifted.
2. Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
3.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.
4. Fizzwinken's Luminous Mobilizing Aero-Strider
This multi-purpose disc can levitate off the ground, or produce eight silvery spider-like legs to move with ease across even treacherous terrain such as underground where there isn't room for the disc to levitate, lifting up to 300lbs whether crawling the surface or in the air. It moves at thesame speed as a normal creature (30 ft). The edge of the disc is set with silvery plates that glow with a brilliant silver light. This silver light is the same produced by a silvern lantern, allowing travelers to assume that those with the light will be peaceful and will offer assistance to them if needed.
5.
6.
7.
8.
9.
10.
4th anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items)
Backpacks x2
Warhammer [1d6]
Heavy Crossbow (2d4)
Javelin 1d5
Greensteel Bastard Sword [1d6] Greensteel makes a metal weapon a bit lighter than normal. This material is mined in the Nine Hells of Baator. It has green-flecked iron specks in the metal. When alloyed into steel, it makes for a very sharp weapon. It naturally has the "lawful" and "evil" attribute.
Bronzewood Glaive [2d8]
Cranor Saber [1d6] This is a specially treated and hardened tree sap. It is most commonly found among elves or forest based metal-poor cultures. It is also known as tree-gold. Weapons made of tree-gold are as sharp (if not sharper) than metal. As cranor is not a metal, it is immune to rust and electricity.
Bronze Myrmarch Helmet +5 DEF (Large Size)
Rusted Longspear- 2d5 (needs to be repaired)
1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
All Seeing Eye - A small brown orb with a painting of an eye on it. It sees everything, but rarely tells the owner of anything. Once, it will pop out, and auto pass a Listen/Spot check for the user, but only when the holder is unaware of what he/she is looking/listening for. (i.e. prevents ambush, sneak attacks) Upon doing this, the orb dissolves into dust. One Use.
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Other Information: (You can put age, description, status, children, etc)
--Height:6'9
--Weight: 286lbs
--Eyes:blue eyes
--Hair:red hair
--Build:athletic body build.
--Status- married (Raelgil)
--Birthday: 7/9 (9th of Late Stock, Timespinner's Era)
Quirks and Ticks
Pious: Gives the first bite/sip of your meals to your deity/ancestors by spilling it onto the ground.
Jumpy- block or parry any percieved threat even a pat on the back.
Signature Moves- calls out all "special moves" as he attacks or defends.
Combat Manuvers:
DC-16
Dragons Revenge- turns opponents own momentum against them while adding his own strength in to effectively redirect a melee attack back onto the attacker. ie. catching someones arm who is stabbing with a dagger and twisting to face the wrist the opposite direction then thrusting the dagger into the attacker.
Dual Manuver- Reflect full dmg / +15 dmg DC-31 save yes Str vs Qck
Constricting Hold- Holds the opponent with arm around the throat and second arm pinning one arm up in a sleeper style while legs constrict around the person's abdomen while he applied pressure on the ribcage and throat.
Dual Manuver- Hold 2 turns / +8 dmg DC-31 save yes Str vs End
Dragons Heart- As a paladin he is a capable healer while also being a combatant. He is able apply healing via a herbal salve that heals the wounded person over an amount of time.
Heal over Time- full heal save no
Dragons Mirror- He is able to catch a melee attack and turn it back on the attacker only using their own momentum. ie catching a axe strike and moving the arm so the attacker catched themselves instead of him.
Reflect- 1/2 dmg DC-24 save yes Qck vs Qck
Dragons Embrace- Holds the target in a full nelson with his legs wrapped around the targets aswell to keep them held and down on the ground.
Hold- 3 rounds DC-31 save yes Str vs Qck
Bleeding Wound- He is is learned about the vital areas on the body and is able to hit just right and knows just what to do to keep a wound open. ie. stabbing a blade then twisting it.
Dmg over Time- 4 rounds/ +4 dmg DC- 24 save yes Qck vs End
Dragon Scales- He is strong and sturdy. Fighting with him his comrades feel like they can just take that much more abuse like he is able to withstand.
AoE Defence- +4 constant defence/ 5 allies + self save no
Fist of the Dragon- The small amount of dragon blood in him boils and gives him a little extra power to a strike.Attack- +16 dmg or constant +4 dmg DC-31 save yes/ save no Str vs Qck
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Name: Vilkas Silverblood
Screen Name: rageofnocturne@aol.com
Alignment: lawfully good
Country of Origin: Alzorc, Drekfalle
Worships: Rig, Sverrir, Zorja, Tid, Flaks and Sjanse
Languages: Common, Draconic, Elven, Zorcan
Description:
Personality:
Current Rank: Obsidian Prime
Current Dice: 3d15
Current Hit Points: 58(Base 40 + end 8+will+diehard 10)
Defense DC:18 (10+ quickness)
Total Defence-Mundane- 40 Magical- 40 Fire- 15
Total Strike- +19 (str +14 +3 fighter +2 fizz weapon)
Total Damage- +52 normal (14 str +12 s&b +3 fighter +3 fizz weapon +5 combat sleeve+15 dw expert)
+54 normal injured
+57 shifted (14 str +12 s&b +3 fighter +3 fizz weapon +5 combat sleeve +5 bestial fury+15 dw expert)
+59 shifted injured
Total Initiate- +23 (lightning +10 Crest+5 Qck +8)
Traits
Strength 14* | Quickness 8 | Endurance 8 | Willpower 0 | Intelligence 0 | Perception 4 | Charisma 0 |
Diplomacy -4 | Intimidation +19 | Bluff -4 | Disguise - | Stealth +8 | Insight +9 |
Spot +9 | Listen +9 | Athletics +15 | Climb +15 | Jump +15 | Swim +15 |
Acrobatics +8 | Tumble +8 | Balance +8 | Disable Trap +8 | Lockpicking +8 | Thievery +8 |
Locate Traps +4 | Escape +8 | Sleight +8 | Appraise +4 | Gather Info +9 | Knowledge - |
Ride +8 | Nature - | Use Object +8 | Search +9 | Hide +8 | Willpower +1 |
Talents- Pass 1 Spot/day, Immune to mental influence
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
--Rig's symbol tattoo on right of neck--
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: Combat
Class Bonus:Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no
cost), or unarmed that he/she has become proficient using, giving them a +3
damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. (War hammer)
Race: Dragonborn (Chromium)
Racial Weakness (if applicable):Fire 1.5 dmg
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
1. (racial) Dragon Heritage: You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
2. (racial) Elemental Immunity Cold- You may take this skill to become immune to one of the following elements: fire, cold, wind, sonic, earth, lightning, water. You may not take this skill to become immune to a weakness of any sort, including flaws. You may only take this skill ONCE.
This skill takes TWO SKILL SLOTS.
3. (flaw) Divine Interference: When an enemy within 30 feet hits an ally with an attack, you can make the enemy re-roll the strike roll and take the second roll.
4. (flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
5. (flavor crystal) Lightning Initiative:You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
6. (flavor crystal) Shapeshifting: You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
7. (crystal) Bestial Fury
: A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
8. (crystal) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire.
9. (crystal) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire.
10. (crystal) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
11. (crystal) Concussive Breath : When you use your breath weapon, you have the ability to stun your opponent as well as damage them. They must pass an Endurance check of 10+ your gemstone level (such as Topaz would be 12, Amber would be 13), if they fail then they not only take damage but are stunned and unable to react for as many rounds as allowed by rank. A save is given for each round. This can be used once per combat.
12. (topaz)Divine Ruination : As you make a ruinous strike against your opponent, a blast of divine energy hurtles from your blade hitting a second enemy that is within close range. The second opponent takes the same damage that you gave to the first.
13.(topaz)Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
14.(topaz)Divine Healing Surge : A paladin is more combative than a healer, but that does not remove their role of a support healer. Once per adventure, a paladin may heal everyone on the board at one time for 5 hit points each with positive healing magic.
15.(flavor topaz)Emblazon Crest: Any tabard or tunic worn and any shield carried by the paladin can be made to display a coat of arms when the skill is used. For example, even if the subject picks up a different shield, it still displays the subject's crest, regardless of the shield's normal appearance.
16.(Flavor) Do You Know Your Enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks, even if you do not have this Knowledge.
17. (Amber) Alert : You gain a +5 to Spot and Listen Checks.
18. (Amber) Sacred Conduit : You are the sacred conduit of your deity and are able to give a devastating attack once per combat, allowing you to roll your combat dice twice as you strike not only with weapon but with the holy radiant and blazing energy of your deity.
19. (Amber) Paladin's Hand: Once per combat, you may use your healing points to heal one ally before you begin your attack that round. Once the healing is accomplished you may then proceed with your round as normal.
20.(Flavor)Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
21.(Sapphire) Dual-Wield Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces Dual-Wield Focus. This is an innate skill.
22.(Sapphire) Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
23.(Sapphire) Chosen One : The paladin has trained himself to protect others and to keep them safe, no matter the cost. The paladin must sacrifice all other actions on their turn to keep this up, but he is able to completely cover and protect any one party member on the field and still retains any skills that boost his defense.
24. (Flavor) Everybody Move: Once per combat, you may take up your turn to allow every ally to move and change positions.
25. (Emerald) Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their strike. This is an innate skill.
26.(Emerald) Shield Weapon: This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning.
Heavy Steel: 1d8
27. (Emerald)Flyby Attack: You are able to attack two enemies during one round using a flyby attack. You must pass Strike for both. If you wish to attack the same person with both attacks, you must roll your Strike twice and pass both.
28. (Rep. Flavor 20) Sacred Touch: You are able to stabilize a dying creature merely by touching them, at will during combat. This allows someone who is, for instance, at 10/10 hit points and about to die, to be healed 1 point to take them to 9/10.
29. (2 year anniversary day 7) Hallowed Bolt : By swinging your holy weapon, you can call divine bolts of lightning down upon your target dealing a one time 1d5 extra damage as you attack, once per combat. This increases to 2d5 at Emerald, and 3d5 at Obsidian.
30. (Rep. Flavor 30) Divine Delving : Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy. Work with the DM in order to find out what it is you may be seeing during a mission or adventure.
31. (Rep. Flavor 40) Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
32. (Paladin)Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
33. (Paladin)Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby- 26
34. (Combat)Sword and Board: double shield defence and take as extra dmg.
35.(Flavor) Pact of Peace: You are able to offer a defeated creature the chance to accept a binding pact of peace as a condition of its surrender. A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example prohibitions include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank. The target may choose to deny the pact of peace, and face whatever consequences that may befall them (imprisonment, death, banishment, etc).
36. (Fighter) Greater Dual-Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three
attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll. This is an innate skill.
37.(Ruby) Titan's Grip: Like the mythical Titans, whom even the Gods feared, your strength of arm is beyond comprehension. You are able to devote yourself to one feat of truly awesome strength once a day. Automatically passing a Strength Check.
38.(Ruby) Strike Me Instead! : There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
39.(Ruby) Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
40. (Free) Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
41. (Free) 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.
42. (Devout) Psionic Affinity: Can cast magic with the use of your mind.
43. (60 reputation) Master at Arms : The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any
weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it. This is a constant skill.
44.(Flavor) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill.
45.(Obsidian) Revival : A Paladin may give up 5hp of their own, to a combatant that has been dealt a killing blow, if it will keep them from death. It does not have to be the Paladin's turn.
46.(Obsidian) To the Bitter End : You can continue to fight even after taking damage that would kill another person. You are not knocked out at 0 hit points, and instead can fight until -10 hit points, though each round you fight below 0 hit points you must make an Endurance Save of DC10 + however many hit points you are over 0. So if you have -3 hit points, you must roll an Endurance of DC13. If you fail your check, you fall immediately dead.
47.(Obsidin) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
Flaws
Dark Premonitions:
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
Love of Nature
Your love of the natural world is so great that you find it difficult to attack natural creatures.
Penalty: You must roll a Willpower Check DC15, in order to attack a natural creature unless it has specifically attacked you.
Bravado
You are rash in combat, refusing to show weakness by falling back from your enemies' blows.
Penalty: You may not gain the benefit of any kind of Evade or Dodge skill, you also cannot take skills such as Live to Fight Another Day. Any skill that causes you to move away from an attack, or run from combat, you cannot take.
Weapons with dice effects / enchantments:
Primary Weapon:* Rig's Fist 2d10 +5 strike +6 dmg
(Legacy Fizzwinken's Pulverizing Assault Siege Hammer)
This terrifying 2d10 hammer's haft is carved of black wood and thick black leather wraps the lower half of the haft, it is slightly longer than a traditional warhammer's haft. Its iron head appears to have four heads connected together, and is hollow. The hammerheads all glow red signifying the great power within. The cavity is filled with iron filings and quicksilver. This allows the hammer to deliver blows of incredible might. When the hammer is swung, the quicksilver and iron filings fill the upper portions of the hammerhead, increasing the speed at which the hammer is swung, giving it a +2 to Strike. When the hammer strikes, this mixture is flung forward, filling the front half of the heads and increasing the impact of the blow, allowing a +3 to damage. Like a lucerne hammer, this hammer also has a spiked head made from a dragon claw which can do piercing damage instead of bludgeoning damage if you choose to use the spiked head instead of the hammer head. It also has the Keen, Vorpal, Impact and Dessicating Burst enchantments. Upon a critical hit, it triples your rank dice instead of doubling. Once per combat on a successful strike with the hammerhead side, if the target takes any damage, the target must make a Willpower Save of DC10 + Owner's Strength or will lose their next turn from the force of the hammers hit.
(Crits on 19, +piercing dmg,+slashing dmg +1d5 dmg dessication, 1/combat 3x dmg on critical Paragon +2, ignored def on critical)( immune to dragon breath, rust, disintigration, rot and the like. If destroyed, lost, stolen etc. returns the next day in perfect condition.)
[Worth: ??]
--Blessed by Rig--
Secondary Weapon:
Ranged Weapon:
Hidden Weapon: Glassteel dagger- 1d4 +5 to conceal this weapon
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Rig's Palm +12 dmg + cold and fire 2d12 +5 def colf, fire and electricity
(Legacy Fizzwinken's Scythe-Ripper Frostburn Targe)
This arandur heavy steel shield +6 DEF has a very thick spiked adamantine shield boss in the center, and is studded with adamantine spikes. It grants an extra +5 DEF against cold, fire or electricity attacks. The edges of this oversized round shield are sharpened, and can used as a weapon for either slashing (edges) or piercing (spikes). It does 1d12 damage (with Shield Weapon skill).
Once per day, the wielder of this shield may make a binding strike. If successful in your attack, the target of the binding strike cannot move extra-dimensionally by any means (including shadow, umbra, teleporation, ethereal, dimension door, etc). This effect lasts for 1d3 rounds. If you fail your strike, the binding strike for that day is wasted.
Regardless of circumstances, you simply cannot drop this shield, even with a critical fail. Upon command, this shield is sheathed in cold icy blue flames. The flames do not harm the wielder, but against creatures weak to cold or fire, they do extra damage. A pouncing lion is depicted on this shield made of small, white dragon scales. It grants a +5 to Initiative rolls, and can heal the bearer once per day of up to 10hp. Once per combat, you may use your amazing shield to deflect an attack upon you towards another enemy.
It also retains:
Animated Shield: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. This only allows for defense, an animated shield is not intelligent enough to make attacks for you (such as with shield weapon).
Linked: 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.
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks. Darksight Goggles [Head/Eyes]
These goggle's dark lenses are made of round obsidian sheets thin enough to see through. They grant the wearer darkvision 120 ft., as well as a +3 bonus on Spot and Search checks while in darkness.
[Worth: 4,000gp]
Neck: Such as amulets, medallions, torcs, necklaces. Chunk'o'Rune Ice: This hunk of blue-white ice can fit in a medium creature's hand and is carved with white ancient runes. If anyone knows Runin, the runes on various pieces mean "Protect", "Guard", "Ice", "Winter" and "Cold". This magical item can be put on a necklace, or even just carried in someone's pocket or pack, and while it is on your person allows you to walk on icy or snowy surfaces without taking any type of check; effectively giving you the "Icewalking" skill.
Torso: Such as shirt, vest, vestments or tabards.-Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Body (Armor): Such as armor, or robe. Astral Driftmetal Heavy Battle Plate Armor w/ Rending, Shifter, Elemental Resistance Fire ☼ ☼ ☼ ☼ ☼
Forged for the strongest of warriors, heavy battle plate armor is simply a heavily reinforced suit of full plate armor. Astral Driftmetal- This extraordinarily rare mineral is mined from islands of matter floating in the Astral Plane. It is very similar to iron but has a single remarkable feature: armor crafted from astral driftmetal is fully effective against magical attacks, as if it were made of force. Astral driftmetal is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from it.
35 defence mundane and magical/ no penalty. +5 defence to fire, +5 dmg when melee hit.
Crystal of Rubicund Frenzy [Armor Crystal]
This ruby is cut into a torus—beveled on top, flat below. It is meant to be attached to a suit of armor. A rubicund frenzy drinks your blood when you are wounded, whipping you into a savage frenzy. This item functions only for living creatures that bleed. This grants you a +2 to weapon damage, as well as a +2 to any saves made against fear effects.
Cloak: Such as a cloak, cape, or mantle. Red Dragonskin Mantle- +5 fire defence +5 magic defence
Waist: Such as a belt or scarf, or girdle. Blinkback Belt [Waist]* *
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
[Worth: 1,500gp]
Legs:
Arms/Wrist: Such as bracers, bracelets. Gauntlets of Throwing [Hands or Arms]
This pair of flexible but tough maroon leather gauntlets has a complex sigil on each palm. Gauntlets of throwing turn any handheld weapon into a deadly thrown weapon. When you activate gauntlets of throwing, you grant any one melee weapon you hold the throwing and returning properties for 1 round, the weapon does the same damage as it would do used in melee, and you would add your Quickness bonus to it instead of Strength due to using it ranged. The gauntlets function in this way once per combat.
Hands: Such as gloves, gauntlets, wrappings or one glove. Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
By Master Tattoo Artist
Brand of the Red Healer (Left Forearm)- +10 healing points per day.
Bonds of Friendship (left ring finger)- +1 strike, +1 dmg, + aware of others status
Rings: (Up to two active)
1.
2.
3. Ring of Obsidian Heart (free ring slot item): This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
Consumables: (Up to five types, no limit on how much of each type.)
1. Athletics Potion - Gain a +2 to Athletics Checks for 3 hours
2. Dried Fulminate Puffballs - These dried mushrooms can be lobbed as a ranged weapon, doing 1d4 damage as they explode. x2
3. Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
4. Ointment of the White Ravens [Consumable]
If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp]
5. 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.
Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding(+5 slots)
1. Shapeshifter Medallion[pin]- keeps all non armor items in use when shifted.
2. Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
3.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.
4. Fizzwinken's Luminous Mobilizing Aero-Strider
This multi-purpose disc can levitate off the ground, or produce eight silvery spider-like legs to move with ease across even treacherous terrain such as underground where there isn't room for the disc to levitate, lifting up to 300lbs whether crawling the surface or in the air. It moves at thesame speed as a normal creature (30 ft). The edge of the disc is set with silvery plates that glow with a brilliant silver light. This silver light is the same produced by a silvern lantern, allowing travelers to assume that those with the light will be peaceful and will offer assistance to them if needed.
5.
6.
7.
8.
9.
10.
4th anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items)
Backpacks x2
rations x5
waterskin x3
small steel mirrorx1
blankets x2
blankets x2
bedroll x1
beltpouch x2
bottles x5
compass x1
empty flask x3
empty vial x4
grappling hookx1
lantern and oil flask x1
bullseye lantern x1
chain 10 ft x1
hemp rope 50 ft x1
fishnet x1
soap x4
Vilkas' Pets
Curled Froglet
"Rrrribbbit", this curled froglet will be your new best pal. Already an amazing creature, what you find out when it opens it's mouth is that it has a tongue that's 10 feet long! Nice and sticky, it can be used to grab things that are within 10 feet, and do not weigh more than 5lbs. Now that could be useful!
Ko- Shock Lizard- 5 foot long monitor lizard.
Vilkas' Hoard Vilkas' Pets
Curled Froglet
"Rrrribbbit", this curled froglet will be your new best pal. Already an amazing creature, what you find out when it opens it's mouth is that it has a tongue that's 10 feet long! Nice and sticky, it can be used to grab things that are within 10 feet, and do not weigh more than 5lbs. Now that could be useful!
Ko- Shock Lizard- 5 foot long monitor lizard.
Warhammer [1d6]
Heavy Crossbow (2d4)
Javelin 1d5
Greensteel Bastard Sword [1d6] Greensteel makes a metal weapon a bit lighter than normal. This material is mined in the Nine Hells of Baator. It has green-flecked iron specks in the metal. When alloyed into steel, it makes for a very sharp weapon. It naturally has the "lawful" and "evil" attribute.
Bronzewood Glaive [2d8]
Cranor Saber [1d6] This is a specially treated and hardened tree sap. It is most commonly found among elves or forest based metal-poor cultures. It is also known as tree-gold. Weapons made of tree-gold are as sharp (if not sharper) than metal. As cranor is not a metal, it is immune to rust and electricity.
Bronze Myrmarch Helmet +5 DEF (Large Size)
Rusted Longspear- 2d5 (needs to be repaired)
1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
All Seeing Eye - A small brown orb with a painting of an eye on it. It sees everything, but rarely tells the owner of anything. Once, it will pop out, and auto pass a Listen/Spot check for the user, but only when the holder is unaware of what he/she is looking/listening for. (i.e. prevents ambush, sneak attacks) Upon doing this, the orb dissolves into dust. One Use.
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
--Height:6'9
--Weight: 286lbs
--Eyes:blue eyes
--Hair:red hair
--Build:athletic body build.
--Status- married (Raelgil)
--Birthday: 7/9 (9th of Late Stock, Timespinner's Era)
--Sign of the Stirge
**Lucky Bonus: You are completely aware of your surroundings, you are able to pass one Spot check a day.
--Born under High Sun
--BONUS: You gain a +1 bonus to any checks that require Willpower.
--Birthstone: Emerald
--Tree: Holly
--Tree: Holly
Quirks and Ticks
Pious: Gives the first bite/sip of your meals to your deity/ancestors by spilling it onto the ground.
Jumpy- block or parry any percieved threat even a pat on the back.
Signature Moves- calls out all "special moves" as he attacks or defends.
DC-16
Dragons Revenge- turns opponents own momentum against them while adding his own strength in to effectively redirect a melee attack back onto the attacker. ie. catching someones arm who is stabbing with a dagger and twisting to face the wrist the opposite direction then thrusting the dagger into the attacker.
Dual Manuver- Reflect full dmg / +15 dmg DC-31 save yes Str vs Qck
Constricting Hold- Holds the opponent with arm around the throat and second arm pinning one arm up in a sleeper style while legs constrict around the person's abdomen while he applied pressure on the ribcage and throat.
Dual Manuver- Hold 2 turns / +8 dmg DC-31 save yes Str vs End
Dragons Heart- As a paladin he is a capable healer while also being a combatant. He is able apply healing via a herbal salve that heals the wounded person over an amount of time.
Heal over Time- full heal save no
Dragons Mirror- He is able to catch a melee attack and turn it back on the attacker only using their own momentum. ie catching a axe strike and moving the arm so the attacker catched themselves instead of him.
Reflect- 1/2 dmg DC-24 save yes Qck vs Qck
Dragons Embrace- Holds the target in a full nelson with his legs wrapped around the targets aswell to keep them held and down on the ground.
Hold- 3 rounds DC-31 save yes Str vs Qck
Bleeding Wound- He is is learned about the vital areas on the body and is able to hit just right and knows just what to do to keep a wound open. ie. stabbing a blade then twisting it.
Dmg over Time- 4 rounds/ +4 dmg DC- 24 save yes Qck vs End
Dragon Scales- He is strong and sturdy. Fighting with him his comrades feel like they can just take that much more abuse like he is able to withstand.
AoE Defence- +4 constant defence/ 5 allies + self save no
Fist of the Dragon- The small amount of dragon blood in him boils and gives him a little extra power to a strike.Attack- +16 dmg or constant +4 dmg DC-31 save yes/ save no Str vs Qck