Post by Ellis Strata on Aug 29, 2014 22:35:19 GMT -5
State: Ellis Strata - Obsidian Elder - Combat/Swordmaster, Support/Charmer,
Vitals
Name: Ellis Strata
Screen Name: swordofatrophy
Alignment: Chaotic Good
Race: Human
Size: Medium
Racial Weakness: n/a
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'8" 142 ibs, Black hair, green eyes
Ellis is barely more than a boy. At 17, he's on the shorter side of stature, but he has a kind face and an unassuming nature. His smile is wide,and his face is usually cheerful and happy.
Personality:
Despite his youth, he does his best to be calm and thoughtful. He admires knights for their cool demeanor and he's determined to be as stalwart as they are. He takes things lightly, and trys to avoid causing trouble when he can help it. Being a teenager, he's a hopeless flirt when he feels he can get away with it, and is often trying to make everyone laugh. Whether he's actually funny or not is up for debate. He hates prejudice and hatred, and will make an effort not to associate with those people.
Star Sign
Date: 2/4
Sign: Basilisk
Bonus: You are a skeptic and very perceptive, you are able to pass one Insight check a day.
Under: Crescent Moon
Bonus: You gain a +1 to Spot and Insight checks.
Languages: Common, Common Gutterspeak, Doxenian
Country of Origin: Doxenia
Chosen Deity: Ahalya, Queen of the Storm
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Combat
Class 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!
Primary Profession: Swordmaster
Class Skill: Alhaya's Fury - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Secondary Class: Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession: Charmer
Class Skill: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Tertiary 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.
Traits
Strength [0]
Quickness [14]**
Endurance [0]
Willpower [6]
Intelligence [0]
Perception [6]
Charisma [14]**
*+1 from 25 Reputation (Qck)
*+1 from 50 Reputation (Qck)
*+1 from 3rd year bonus (Chr)
*+1 from 75 Reputation (Chr)
Reputation.
Reputation: 91.5
Reputation Bonus:
50: +4 to Diplomacy, Gather Information / -4 to Bluff, Intimidate
Skills.
Race Skills
(racial) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
(racial) 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. This is an innate skill.
(racial) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Class/Profession Skills
(combat) Combat Affinity: Innate Fighting Style, Can use combat maneuver
(support bonus skill) Push to the Limit: You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
(support bonus skill) Paragon Weapons: You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
(devout) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is a constant skill.
(topaz - Swordmaster bonus) Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
(ruby - Charmer Bonus) Command Pleasure Zones: The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are stunned and unable to attack for one round of combat. You must physically be able to touch the target, and allow them a Willpower save of DC10 + the Charmer's Charisma. If they fail, no damage is done but they are stunned for one round only.
Flavor Skills
(flavor crystal) Charlatan: You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(flavor crystal) Daredevil Athlete: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
(flavor crystal) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
(flavor topaz) Calm Under Duress: A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Acrobatics, Balance, Climb, Jump, Use Object and Knowledge checks. You may use this skill twice a day.
(flavor amber) Winning Smile: The Winning Smile skill allows a Swordmaster to appear more attractive to a member of the opposite sex. Depending on the target’s sexual preference, this skill may also work on characters of the same gender. This gives the Swordmaster a +5 to any social checks made upon the target, such as Diplomacy, Bluff, and Gather Information.
(flavor sapphire) Cosmopolitan: Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
(flavor emerald) Deduction: The character has great powers of observation and can make an Insight check to make a deduction about a person after observing him for 1 minute. This deduction yields one of the following facts: target’s class and profession, target’s dice level, one trait level, one skill, or one non-obvious trait or talent.
(flavor ruby) Aura of Lust: You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you
(flavor obsidian) Discern Lie (V): The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic gains a +5 to their roll to determine whether a spoken statement is true or false, with a successful Insight check opposed by the subject’s Bluff check.
(flavor obsidian) Entrepeneur: You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
(flavor obsidian) Excuse me, Pardon me: Due to their way with people, charismatic persons can sometimes talk others into letting them head the charge. This skill allows a person to add their Charisma (CHA) bonus to their initiative checks in addition to anything else, such as Quickness (QCK) and Lightning Initiative.
(Reputation: 20 Flavor Skill) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(Reputation: 30 Flavor Skill) Gallant (V): A knight has been subject to enough courtly intrigue to learn some tips. You get a +5 bonus on Diplomacy, Knowledge (Nobility) and Insight checks.
(Reputation: 40 Flavor Skill) Sexy and You Know it: The character’s appearance is enhanced, making them look the best they ever could. The charmer gains a +5 to any Charisma-based rolls against humanoids of an appropriate gender/persuasion that could find them attractive.
(Reputation: 90 Flavor Skill) All you can think about: Activating this skill takes no more than a quick glance across a crowded room, after which the target must make a Willpower save (DC of 10 + Charmer's Charisma Bonus) or be unable to think of anything except the seducer. The image of the seducer will haunt their every waking moment and visit them in their dreams for one day per point they failed their save. Should the seducer attempt to seduce them with any of their Charmer skills, enrapture or otherwise mislead them within this period, they receive a -5 penalty to the saving roll if one is allotted.
Combat Skills
(legacy) Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
(legacy) Chink in the Armor: You are adept at slipping a weapon between armor plates or into seams, allowing you one melee attack per combat that disregards the mundane defenses of your target.
(epic power) Touched by Ahalya: The Queen of Storms has seen fit to smile upon you, and now whispers amidst the wind to you. Once per adventure, you may whisper a question to the winds, and have an answer brought back to your ears. It must be a simple question, that can be answered in 10 words or less. If it is complicated, then the answer may not make sense but she will attempt to tell you as much as she can in the wind's whisper.
(crystal) Dexterous Fighter: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(crystal) Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
(crystal) 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 replaces Dual-Wield Focus. This is a constant skill.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Alert: You are agile and flexible and gain a +5 to all Athletics Checks.
(topaz) 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.
(topaz) Deceptive Dance: This is the culmination of both the swordmaster's fluid graceful steps as well as their precise and deadly flourish of weapon. They attack their target once per combat with such a graceful tenacity that the assault leaves their victim stunned and confused, losing as many turns of combat as allowed by rank as well as taking damage from the attack. A willpower save is given every round of DC10 + the swordmaster's Quickness.
(topaz) Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
(amber) Deflect Arrows: Once per combat, you may deflect a ranged weapon attack and take no damage from it. This can be done unarmed, as well as with a weapon in hand.
(amber) Acrobatic Backstab: Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(amber) Vital Strike: The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice.
(sapphire) 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.
(sapphire) En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
(sapphire) Counter Attack: If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(emerald) Parry (V): You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
(emerald) Ioun Master: This skill allows you to gain, and use ioun stones without the need for any of them to take up a loot slot. At Crystal rank you may use 1 ioun stone freely, at Topaz two, Amber three, and so on - adding 1 stone per gemstone rank you are allowed to freely use. Ioun stones can be gained through adventuring (loot) and special sales. (7)
(emerald) Advanced Crafting: This skill gives a crafter a one-time +20 bonus to crafting points, please inform the Treasury Mod when you take this skill so that it can be added. Additionally, it grants you a bonus of 5 crafting points per week that can be used for any type of crafting skill. At Sapphire, your bonus goes to 10 crafting points per week, and at Ruby you gain 20 extra crafting points per week.
(ruby) 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 still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual-Wield, choosing one target for the third extra weapon damage. This is an innate skill.
(ruby) Whirlwind: This allows a Swordmaster to strike 1d4 additional targets in one round with one attack. The other targets takes the same amount of damage you've rolled for the first. (No Target may be hit more than twice)
(ruby) Epic Power: You have truly come far, trained your body and mind to their limits and now are able to claim even more power than ever thought possible. You gain 4d dice and may choose 3 more skills. You must have Aura of Strength to take this skill, and this skill replaces AoS on your skill list.
(obsidian) Withered Courage: With the same manner of verbal deception and arcane influence that the Swordmaster uses to turn a foe to an ally, he may instead cause a foe to flee. With quick words and deft action the Swordmaster, on successful hit, can have the target so discouraged and afraid that they flee combat. Once per combat.
(obsidian) Multitalented Mastery: Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only.
(obsidian) Sensual Healing: Once per combat, a Charmer may heal any one target for as many points as their Charisma bonus. This is done with a caress, kiss, or other type of sensual touch to the target.
(obsidian) Immunity to Disease: A charmer need not worry about contracting diseases during his trysts, nor becoming a carrier or passing on any disease that they may already have. This doesn't cure disease, it merely prevents it's transfer.
(obsidian) Protective Parry (V): Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor. (V)
(obsidian) Impressive Tool: The finest meal in the world can be let down by presentation. The humanoid species are very visually oriented, especially the men, when it comes to breasts this fixation is even more acute, though a man's "package" can be just as tempting to stare at when it's presented just right. The seducer with this feat has learned how to enhance, manipulate and present her boobs to the best effect, how to lean over just right in a low cut top, how to enhance with wads of cloth or how to slim down with a little strapping. A man has also learned the best way to present his package for the maximum exposure, enhancing with just right tight clothes, or even wads of cloth. Those will magical ability have also learned how to create the illusion of a larger package, or bigger boobs.
The charmer gets let into places not otherwise allowed, such as exclusive clubs or parties, often getting free or cheap drinks in taverns and bars and never failing to attract attention. In non-combat situations, the seducer can use their impressive bust or package to distract men or women. After the seducer puts on a bit of a teasing display, the subject of the attempt must make a willpower check of 1d20, DC15 or be considered distracted, missing one combat turn.
(Reputation 60) Roundel: A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster.
(obsidian) Smoldering Glance: With but a glance at your target, you instill a burning lust within them that causes them to be unable to protect themselves, or make any defensive moves for one round of combat. The target gets a Willpower Save (DC10 + Charmer's Charisma Bonus). This causes them to lose all mundane defenses for that round of combat.
(epic power) Anything you want: A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat.
(epic power) Calm Mind (V): The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5. This is a constant effect skill.
(epic power) Steadfast Resistance: Those that feel the draw to melee combat have never been found wanting in their ability to defend or assault mundane challenges. One thing they found, was that their steel would not save them from a spell. In time, they hardened themselves, either through steadfast will, raw determination, divine devotion or even furious rage in an effort to stem the effect of a magical assault. This skill allows for them to automatically pass a spell save. Once per combat.
(Diamond) Inspiring Presence: Your words, deeds and presence are a boon to any who know you, and a fear of those who don't. This skill provides a +10 to Diplomacy checks. When he rolls a critical hit (even if the attack does no damage), a boon effect is created centered on him that gives all allies +2 to Strike, Damage and saving throws for one round of combat.
[Teamwork] Secret Language: You and your allies have worked out a complex set of codes and phrases that allow you to secretly pass information back and forth. This can be used only by those that have this teamwork skill.
Crafting:
(2nd Anniversary day 7 prize) Artisan Crafter:
Crystal: Armorsmithing
Topaz: Blacksmithing
Amber: Weaponsmithing
Sapphire: Bowery
Emerald: Gunsmithing
Ruby: Unarmed Tech
Obsidian: Dragoncraft
Special:
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.
Skill Checks.
Spot: (Alert 8)(PER 6)(Star 1) = +15
Listen: (Alert 8)(PER 6) = +14
Search: (PER 6)(Investigator 5) = +11
Locate Traps: (PER 6) = +6
Disable Traps: (QCK 14) = +14
Lockpicking: (QCK 14) = +14
Escape: (QCK 14) = +14
Acrobatics: (Acrobatic 5)(QCK 14) = +19
Athletics: (Athletic 5)(END 0) or (STR 0) = +5
Diplomacy: (Inspiring Presence 10)(Winning Smile 5)(CHA 14)(Rep 4)(Gallant 5)(Silver Tongue 5)(Sexyayki 5) = +48 (38 until Diamond is attained again)
Intimidation: (CHA 14)(Rep -4) = +10
Bluff: (CHA 14)(Rep -4)(Charlatan 5)(Silver Tongue 5)(Winning Smile 5)(Sexyayki 5) = +30
Disguise: (CHA 14) = +14
Stealth (Hide, Move Silent): (QCK 14) = +14
Insight: (PER 6)(Incredible Insight 5)(Investigator 5)(Gallant 5)(I notice everything 5)(Star 1) = +27
Handle Animal: (CHA 11) = +11
Ride: (QCK 14) = +14
Swim: (STR 0) or (END 0) = 0
Appraise: (PER 6) = +6
Gather Info: (CHA 14)(Winning Smile 5)(Rep 4)(Investigator 5)(Sexyayki 5) = +33
Use Object: (QCK 14) = +14
Knowledge: Nobility (INT 0)(Gallant 5) = +5
Save against Disease/Poison: (END 0) = 0 (Ioun Stone, immunity to normal poisons)
Willpower Save: (WLP 6)(Devout 2) = +6/+8
Flaws.
Flaws
N/A - These can be chosen at a later time if desired.
Weaponry.
Weapons are in a neat double sheath, made by Viola.
Primary Weapon:
Ahalya's Fury
Legacy *Paragon (+2)* Elysian Bronze Broadsword (2d10)
Augment Crystal:
Crystal of Illumination
This faceted, yellow crystal glows as if a small spark burns within it. The weapon sheds bright illumination in a 60-foot radius and shadowy illumination for 60 feet beyond that. It pierces even magical darkness.
Enchantments:
Shocking - Legacy
Deals double damage to creatures weak against Lightning
Phantom☼ ☼
Can hit Incorpeal creatures. (Enchantment gives two extra points to weapon / Anniversary Bonus)
Countering☼ ☼
This enchantment gives a bonus ONLY when you are making a counterattack through use of one of the counter skills, giving an extra +2 DMG if a successful counter attack is made. This can only be put on melee weapons.
Deflecting☼ ☼
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. Only melee weapons can have this ability.
Courageous☼
A courageous weapon fortifies a person's morale and courage in battle. Once per combat, you may automatically pass any save against fear if you are holding your weapon unsheathed.
Secondary Weapon:
Sanguine Kiss
Legacy *Paragon (+2)* Blood Crystal Broadsword (2d10)
Augment Crystal:
Crystal of Truedeath
This amethyst is carved in the shape of a humanoid skull.This deals +5 damage to undead creatures, and also grants the weapon the ability to hit incorporeal undead creatures.
Enchantments:
Shadowed - Legacy
Deals double damage to creatures weak to shadow.
Suppression☼ ☼ ☼
A suppression weapon suppresses psionic and magical ability, a creature hit by a suppression weapon cannot use any psionic or magical skills, enchants or spells for 1d3 rounds of combat. They get a save of DC15 Willpower for each round after the first.
Shadowreach☼ ☼
A shadowreach weapon can reach through your own shadow to catch foes off guard. Once per combat, you can activate the enchantment and gain 6 feet to the reach of your weapon. The target is denied their Quickness bonus to their Defense DC for this attack, making their DC10.
Ranged Weapon:
Calomel Great Swordbow ☼☼☼☼☼
Calomel is a hard white ore that is expensive and dangerous to mine. A weapon forged from calomel is pale gray, almost translucent, and water droplets constantly condense on the naked item. A calomel weapon affects creatures weak to water such as fire creatures, and acts as a magic weapon. If something has a damage resistance (DR) to magic weapons, this would work against them even though it is not magical.
Enchantments:
Impact☼ ☼
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.
Unerring Accuracy☼ ☼
This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Distance ☼
This is placed on ranged weapons and doubles the range increment of that weapon.
Hidden Weapon:
DragonBone Knife 1d4
Extra Attack Item:
Legendmaker [Weapon] ☼ ☼ ☼ ☼
This amazing longsword (1d6) exists to experience and retell the epics surrounding the bearer and her companions. The weapon has darkvision and blindsense, and the ability to hear (therefore allowing Listen Checks). Legendmaker loves to give its opinion on any topic (though tends to give far more information than needed), and is allowed to make it's own Knowledge Check roll for any knowledge with a bonus of +3 to the roll. It loves to sing before battle but ceases when battle begins. It can speak (but not read) Common, Dwarven, Elven, Gnome and Halfling. Legendmaker can perform once per week by singing or telling a story, allowing you to roll 2d100 for tips.
Extra Defense Item:
Armaments.
Head: Fizzwinken's Advanced Toxin Sensor Module [Head]
This black headband appears to be covered in very thin pale cobwebs, and has a dark brown gemstone affixed to the front of the band. It grants immunity to all poisons, including rare and magical poisons and allows up to 1d4 teammates immunity to common poisons for one adventure. Additionally, once per adventure, with a slight glimmer from the gemstone, you are able to pass one Spot Check without having to roll.
Face: Fizzwinken's Neuro-Detection Assault Spectacles
[Eyes/Face]
These steel-edged spectacles dangle from a slim, golden chain. If desired, the wearer can cause crosshairs to appear in the glass, using that to designate any one dangerous opponent that then grants a +2 to Strike, and any saving throws against that particular foe until they are knocked out, killed or they surrender. This can be used once per combat. The wearer can also use these spectacles to slow their perception of time, allowing you to dodge an incoming ranged attack through boosting your DDC by +5 once per day.
Eyes: Treasure Seeker's Goggles [Eyes]
These sturdy but plain goggles help the wearer locate secret doors and coins and identify treasure. While wearing these goggles, the wearer can detect secret doors at will. The goggles do not aid in determining how secret doors are opened, though. Once per day on command, the wearer gains the ability to locate object, but only to detect stashes of at least 100gp in a small area, such as a backpack, chest, pouch, or sack. Three times per day, the wearer may use identify to determine the worth and magical properties of an item.
Neck: Fizzwinken's Assault Zone Sonic Battle-Guard
This flanged collar of mithral and steel is edged with a dull black stone, and protect's the wearer's neck and shoulders. It provides +3 DEF. In addition, it is engraved with a glyph of warding in the shape of a flying insect. When the wearer is struck in melee, he can trigger the glyph as an immediate action, causing the glyph to discharge a sonic blast of 2d5 DMG against the creature making the attack (and other creatures within 5 feet, per DM, wearer is immune). The blast sounds like the buzzing of thousands of flies, doing sonic damage. The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious). The wearer can trigger the glyph on his own by pressing in the glyph, in that case a swarm of flies bursts forward, forming the shape of an arrow in the direction North.
Torso: Shirt of Chain [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
Shirt of Chain: DR 5/piercing
[Worth: 13,000gp]
Body (Armor): Mithral Traveler's Plate (22 Def) (Medium armor: 30 Def Cap, being made of Mithral, it carries no Initiative penalty or quickness cap.)
Augment Crystal:
Crystal of Adamant Armor [Armor Crystal]
This is a small diamond crystal with a sphere of steel in the center. This crystal strengthens your armor or shield, allowing it to be immune to being sundered.
Enchantments:
Magically Warded This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Ghost Ward ☼ ☼
This armor or shield seems almost translucent. It allows the armor's defenses to count against the attacks of incorporeal or ethereal creatures.
Reflective ☼ ☼
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.
Shadow ☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks.
Cloak: -Vanishing Cloak [Cloak]
This silk cloak is seamless—a single sheet of gossamer, gray fabric. A vanishing cloak allows you and nearby allies to briefly disappear from sight. A cloak has 3 charges, which are renewed each day at dawn. Spending 1 or more charges turns you (and perhaps one or more allies) invisible, as the invisibility spell, for 1 or more rounds.
1 charge: You become invisible for 3 rounds.
2 charges: You and one adjacent ally become invisible for 2 rounds.
3 charges: You and up to three adjacent allies become invisible for 1 rounds.
Waist: Belt of the Ultimate Athlete [Waist]
(Must have Athletic AND Acrobatic Skill)
Three times per adventure, you may choose to Take 10 on any of these talents Climb, Jump, Swim, Tumble, Balance, Ride or Escape. Taking 10 means you do not need to roll, you count it as if you'd rolled a "10".
[Worth: 10,000gp]
Arms/Wrist: Soft Silk Black Bracers with steel fittings +7 (7 Def magical/mundane)
Hands: Fireforged Steel gauntlets +5 (5 Magic def only)
Legs: Gluteus Maximizing Leggings (+3 Magic Def)
Enchant: Health +10
Feet: --Boots of the Winterfell
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
Body Modification: 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.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Rings: (Up to two active)
1. Ring of the Armsman [Ring]
- Gift from Scout
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
2. Ring of Autonomy [Ring]
This ring causes it's wearer to be rendered invulnerable to all types of mind control or mental influence, both magical and psionic. This ring does not prevent normal mental contact such as telepathy, and only effects that cause the wearer to act against his will (charm person, suggestion, etc) are prevented.
[Worth: 12,500gp]
Duskwood Silver Ring -Gift from Viola
Inactive Rings
Wristlet of Dragon Friendship
Wovens strands of Jessica's hair create this small bracelet that has been reinforced with mithral and enchanted especially for her friend. The person who owns this item can use the wristlet to locate or teleport to Jessica wherever she may be. Only a true friend would be given access to find a dragon no matter the location.
Ring of the Hydra [Ring] or [Consumable]
This golden ring is set with nine slender snake-like hydra heads. This allows for one reroll of a saving throw. Each time the ring is used, one of the hydra heads crumbles to dust, the number of heads indicating the charges remaining.
[Worth: 4,500gp]
Silvery White Unicorn Hair Strand [Ring] - Gift from Scout
This thick bright white strand from the mane of the unicorn they saved from the foul fate of becoming a bloodlance can be used several ways. It can be braided into your hair (head slot), wrapped around a finger as a ring (ring or hand slot), wound into a loop and worn within an amulet (neck) or any other creative way you can wear this hair. Only good or neutral aligned characters can make use of the magic of this hair. It will cure disease in the wearer once per month. It will also, once per day, heal the wearer of up to 10 points of damage.
Ring of Fungi Friendship [Ring]
A fungus, slime or ooze-based creature of lower gemstone rank than the wearer is friendly to the wearer of this ring, provided the creature fails a willpower save DC15. The friendly creature guards and protects the wearer of the ring for up to 3 hours. It can be used once per day.
Ioun Stones.
Ioun Stone (iridescent spindle) - Gift from Scout - Equipped
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
Ioun Stone (dark blue rhomboid) - Equipped
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
Ioun Stone (eastern star) [Magic Item]
- Equipped
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
Ioun Stone (western star) - Equipped
This blue crystal is cut in the shape of a five-pointed star. When the user desires, it renders the western star and all other ioun stones in his possession invisible. It still orbits around the user's head, but it is invisible.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. Potion of Cure Disease.
2. BOX OF CHOCOLATES [Consumable] [Valentine's 2016]
x2
The box of chocolates is a popular gift among lovers in many cultures. Sometimes, a mage or alchemist will infuse the candies with magical properties for nobles and adventurers to give as more extravagant presents. These magical boxes of candy are often in elaborate boxes that bear warnings such as “You never know!” or “Don’t eat too many!” on the inside of the lid.
Your box of chocolates has FOUR pieces inside of it, but there is no way to tell what you are eating, unless someone else has eaten that particular chocolate and found out what it does. Otherwise, when you pick a chocolate, roll on the chart to see which one you have eaten. Once the four chocolates are gone, the box is empty, and you'll have to wait for a year for more special love-day chocolates.
An individual character can only be under the effects of 2 candies at once; eating any more than that will cause all effects to end and the character becomes sickened until they rest (no spars, no quests, no missions) for 24 hours. The candies all look different even in a large box, so characters cannot intentionally choose their candy. Most last for one full adventure, the candy states if it lasts longer.
1d12
1. Solid Chocolate – The character gets a boost of +2 to Strength and Endurance saves and checks for one adventure, but has the disadvantage of a -1 on Intelligence saves and checks. It makes you feels strong and reckless!
2. Caramel – The character gets a boost of +2 to Quickness and Charisma saves and checks, but has the disadvantage of a -1 on Willpower saves and checks. It makes you feel charming and witty!
3- Nougat – The character gains gains 2d5 extra temporary hit points for the adventure!
4- Fudge – The character gains 3 luck dice. Roll 3 d20’s at the time the candy was eaten and note the results; at any time you may substitute a luck die for another d20 roll, expending the use of that die roll.
5- Truffle – 2d500gp magically appear in the character’s pockets, overflowing if there is no room.
6- Peanut – Roll on Scarred Lands mutation list, whatever mutation you get lasts for 24 hours.
7- Almond – The character is immune all poisons and poison/venom attacks for 24 hours..
8- Cherry – The effect is not immediately obvious, but the next person that speaks to you in a friendly manner becomes your new crush. For 24 hours, all you can think about is this person, and you try everything you can to be in their presence.
9- Coconut – For 24 hours, you do not need to eat or drink.
10- Rice Crisp – The character’s voice becomes unnaturally loud. The character can be heard up to 300 feet away if they shout, and has a boost of +3 to Intimidate checks, but has a disadvantage of -3 on Stealth checks.
11- Orange – The character is immune to all diseases, including magical diseases, for 24 hours. If you are already infected with a disease, the effects of the disease are suppressed for the duration.
12- Maple Fudge - The character gains +2 to Willpower and Intelligence saves and checks for one adventure, but has the disadvantage of a -1 on Strength saves and checks. You feel durable and very smart!
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.Animal Senses - This murky brown potion smells like the pelt of a wet animal. When imbibed, it grants low-light vision, the scent ability and +2 bonus on all Listen checks for 1 hour. - 300gp
5.Oil of Silence 1000gp
When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. There are five uses in one batch of oil of silence.
Magical Pack Items (Up to five magical / wondrous items.)
1. Monocle of the Investigator
This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10-foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example.
2. Stubborn Nail
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
3. 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]
4. Campfire Bead [Magic Item]
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead.
[Worth: 500gp]
5. Bag of Holding - Carry 5 extra items - Gift from Viola
A:) Mantle of the Silver Wyrm [Back]
This impressive cloak is fashioned from the hide of a silver dragon. It grants its wearer the ability to stay warm in cold environments (this is not cold attack immunity). In addition, its wearer can fly for 15 minutes, up to three times a day.
B:) Swarmbane Clasp [Neck]
An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). Any saves from swarm effects gain a bonus of +2.
[Worth: 4,500gp]
C:) Rezz Locket [Neck]
Coin insider 2/3
This special locket is made to hold a rezz coin. It enables a rezz coin to be used THREE TIMES before it's magic runs out. Once the rezz coin's magic is run out you must purchase a new Rezz Coin and place it in the locket.
[Worth: 10,000gp]
D:) Zogo of Invisibility to Insects [Magic Item]
When held in the palm, this small charm keeps normal and giant sized insects from detecting the possessor. The magic ends for any insect if the owner attacks the insect.
E:) Spare Rezz Coin
Mundane (non-magical pack Items)
3 Doses of "Bandersnatch Quill Poison" - Each dose of quill poison can be placed on a weapon (you can place 1, 2 or 3 doses on in one turn - or before combat). Each dose affects one target. The target must make a DC15 Endurance Roll or suffer from the Sickened combat effect (-4 to ALL rolls) until they receive a Cure Poison.
(2) Dried Fulminate Puffballs - These dried mushrooms can be lobbed as a ranged weapon, doing 1d4 damage as they explode.
(3) Sprinkles of Courage - This sparkling dust, when sprinkled on a group of creatures (up to 6 medium creatures), causes them to gain a +2 to Strike, and to have the Fearless skill for one full combat.
(2) Freshmint Gum - This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and clothes of a person when she consumes a piece. As a secondary benefit, she also gains a +2 bonus on Diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour).
(1) Potion of Waterbreathing: This potion allows you to breathe underwater for 30 minutes.
Travel Supplies: Bedroll, rations
Climbing Pitons
Magical items left in storage at the Obsidian Heart Inne
Chalice of the Beguiling King
This simple wooden chalice is said to have belonged to a king who enjoyed entertaining, and is said to have been able to charm just about anyone. What isn't readily known about this antique chalice is that the wood was enchanted to absorb all alcohol or intoxicating substances from the wines and liquids put into the cup, leaving behind a non-alcoholic version of whatever had been placed inside the chalice. It allowed the owner to drink and enjoy himself with all of his friends and revelers without drawing attention to the fact that he preferred to keep his wits about him at all times, and did not enjoy the taste of alcohol. If anything non-alcoholic is placed in the chalice, all of the alcohol absorbed into the wood leeches into the liquid creating a very potent and disgusting mixture of alcohols which is best tossed than imbibed. It is a good idea to cleanse the chalice in this way at least once every few weeks with heavy use.
-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.
-Madder Boots [Feet]
These soft leather boots are so well known in Madder, that they have taken the name of the kingdom. The wearer is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at normal speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 bonus on all Endurance saves made against poison and disease while in swampy terrain.
-All-Tools Vest [Torso]
(Crafters Only)
The stitching along the many pockets of this light leather vest depicts cheerful laborers going about their daily work. Once per day, the wearer can speak its command word and order it to bring forth all the standard tools required for artisan crafting. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first. This also gifts the owner of the vest +2 CP per week to go to Artisan Crafting.
[Worth: 4,500gp]
Crimson Claw
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.
Cock Ring of Girth: This ring fits snugly at the base of the penis, and causes the wearer's penis to double in length and thickness.
Jockstrap of Impressive Lunchbox [Legs, Waist or Torso]
A gnome contraption worn under hosiery, this device is affixed with leather straps and consists of various working cogs, levers and gears around a magical gem. Upon approaching a female biped, the gem probes their mind and ascertains exactly what size ‘package’ appeals to them and either expands or contracts depending on the reading made. This grants the male wearer a +2 bonus to skills or spells to seduce or impress the target. The jockstrap can be switched on or off with a simple command word, and it is wise to switch it off before encountering pixies or other Tiny creatures.
Robe of Bones [Cloak]
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached per combat. Detaching a figure causes it to become an actual undead creature (see the list below) that is under your control as a combat companion for one combat. The creature has half your dice, and that many hit points (so if you are d60, it is d30 with 30hp). Once a creature is detached, it is gone and cannot be reused.
The robe has (2) small goblin skeletons, (2) medium human skeletons, (2) medium wolf skeletons, (1) small goblin zombie, (1) medium human zombie, (1) dire wolf skeleton.
[Worth: 12,000gp]
Frostflower Pendant [Neck]
This pendant can be used to render the wearer immune to ice for one round of combat. You must state the use of this before any ice attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
Impious [Weapon] ***
A lethal flaming whip made from the fibers of imp-tails and enchanted with demonic hellfire. Against creatures weak to fire, you gain a +2 to Strike. This whip does 2d3 damage (1d3 is fire damage).
Blue Door Key: This key can be used in any blue door quest when you find a blue keyhole.
A stained and crusty Blue Magic Spellbook
A manual for creating Pleasure Golems.
Portion of Dragon Meat
1 Black Dragon Claw
Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500gp]
Crown of Conquest [Head]
This crown of steel and gold projects an aura of menacing power. The wearer gains a +10 bonus on Intimidate checks, and whenever he rolls a critical hit (even if he does no damage due to the target's defense), the crown creates a boon effect centered on the crown's wearer causing all allies to gain a +2 to Strike, Damage, and Saving Throws for one full round of combat.
[Worth: 15,000gp]
Gun With No Name [Weapon] ☼ ☼
Though the green, glowing runes on this firearm denote it as magical, otherwise this "Reliable" pepperbox (1d6) appears beat up and nearly useless. This weapon can be reloaded normally. While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.
[Worth: 11,000gp]
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Rank and Statistics.
Rank: Obsidian Elder
Dice: 4d17
Experience Points: 2,657
Gold: 211,920
Rezzes: 5/5
Defense DC: 24 (10 + 14 Quickness)
Defense: 30 Mundane, 28 Magical
Hit Points: 61 (Base HP = 40, Endurance = 0, Willpower = 6, Diehard = 5, Enchant = 10)
Initiative Roll: +38 (10 Lightning Init, 14 QCK, 14 Chr EM,PM)
Attack - Greater Dual Wield - Ahalya's Fury 2d10 (Legacy, Paragon 2 Elysian Bronze Broadsword w/Phantom-Deflecting-Countering-Courageous) / Sanguine Kiss 2d10 (Legacy, Paragon 2 Blood Crystal Broadsword w/ Supression-Shadowreach)
Attack roll: 1d20 + 20 (14 QCK, +3 Dance Partner, +3 Born by the Blade)
Combat Dice roll: 4d17
Weapon Damage: 2d10/2d10/2d10
Damage Bonus: +41 (14 QCK Dex Fighter, +14 Dual Wield Expert, +3 Dance partner, +5 Finger Sleeves, +5 Calm Mind)
Attack Specials:
Can hit Incorpeal
Can evade ranged with an Acrobatics check (DC:20)
+2 Damage when using a Counter Skill
Auto Pass one Fear check
Magic users can't use magic for 1d3 rounds
Once a combat, enemy has a DDC of 10
Double damage to creatures weak against lightning
Double damage to creatures weak to shadow
Attack - Ranged - Great Swordbow
Attack roll: 1d20 + 14 (14 QCK)
Combat Dice roll: 4d17
Weapon Damage: 2d8
Damage Bonus: +16 (14 QCK, 2 Weapon Alteration)
Attack Specials:
Impact - Critical hit on a 19-20
Unerring Accuracy - Once a combat, target has a dc 10