Post by Dorian Thales on Sept 16, 2014 5:03:06 GMT -5
Name: Raufak Agnarsson
Screen Name: Raufak Agnarsson
Alignment: Chaotic Good
Hair: Dark Brown
Eyes: Hazel
Height: 6'8"
Weight: 260 lbs.
Rank: Ruby Commander
Dice: 2d90 (3d90 with Aura of Strength)
HP: 67
XP: 802
GP: 7,394gp
Strength [12]
Quickness [7]
Endurance [5]
Willpower [2]
Intelligence [2]
Perception [0]
Charisma [3]
Race: Half-Orc
Racial Weakness: None
Languages: Common, Orcish, Rumeric, Zorcan, Draconic, Sylvan, Planar Common, Elven, Feral, Cold Tongue, Celestial, Abyssal, Infernal, Ghost Elven, Insectid, Auran, Arborian, Arachnian, Bestial, Umbral, Giant, Ancient, Eld Norsk Tunga, Terran, Te-Pua Koy, Goblinoid, Ignan, Castillon, Arkai, Primordial [learned from Dorian Thales], Fungin, Gargoyle, Serpentine, Canin, Gith, Aboleth, Eirchaic, Inhepic, Aquan, Black Tongue, White Tongue)
Country of Origin: Yes.
Primary Class: Support
Class Bonus: Two free support skills.
Primary Profession: Bard
Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they play or sing their music pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions.
Secondary Class: Combat
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. Favored weapon: Overgrown Machete
Automatic Skills: You may choose one free combat or fighter skill.
Flaws
1. Vice
2. Phobia (Sluggage, slug juice)
3. Flirt
Skills
(race) Orc Ferocity: Once per day, when a half-orc takes enough damage that he should be dead, he is able to fight onwards for one more round. At the end of the round, unless he has healed, he falls dead.
(race) Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(race) Darksight: The ability to see in total darkness up to 60 feet.
(flaw) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(support) Voracious Reader: You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
(support) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(bard) Opening Act: A bard knows quite well they need to jump on opportunities when they arise. This enables a bard to take first spot on the scoreboard, or gives them a +5 to Initiative Rolls when needed.
(combat) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(fighter) 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.
(flavor-c) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor-c) Polyglot (Draconic, Sylvan, Feral, Ghost Elven, Giant, Fungin)
(flavor-c) Knowledge (The Planes, Monster Lore, Sociology, Arcana, Savage Humanoids, Dungeoneering): +10 to checks
1c. Grudge Fighter: Gain a +1 to Strike, and Damage against any opponent that dares to attack you in combat.
2c. 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.
3c. Two-Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your hit with a two-handed weapon. This is an innate skill.
4c. Strong as an Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
5c. 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.
(flavor-t) Polyglot (Planar Common, Elven, Cold Tongue, Insectid, Ancient, Gargoyle)
6t. Lament: Your lamentful story creates sorrow and sadness to all within hearing distance, sending them into fits of tears and extreme lamentation. Enemies cannot attack for the duration of the story, they are too upset to function normally. If this is done during a quest, the entire combat ceases for 5-10 mun minutes, and when it begins again it is considered a new combat. This resets skills and magic use that can only be used 1/combat.
7t. Lasting Inspiration: Only a bard may take this skill, and it enables them to inspire their allies with even greater benefits. Their Inspire Allies bonus of defense or attack goes up to +5.
8t. Loremaster: Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks.
(flavor-a) Polyglot (Celestial, Abyssal, Infernal, Auran, Eld Norsk Tunga, Serpentine)
9a. Undeniable: It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
10a. Keen Memory: You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
11a. 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.
(flavor-s) Polyglot (Arborian, Arachnian, Bestial, Umbral, Terran, Canin)
12s. Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
13s. 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.
14s. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flavor-e) Polyglot (Te-Pua Koy, Goblinoid, Ignan, Castillon, Arkai, Gith)
15e. Arcane Cantata: Your ability to inspire allies has an added boon for spellcasters. All regged spells cast while the bard is performing gains a +1 to their Spell Save DC. All allies also gain a +1 to any saves against spells the enemies cast upon them.
16e. Iron Will: +3 to willpower checks
17e. Diehard: +5 hp
(flavor-r) Polyglot (Aboleth, Eirchaic, Inhepic, Aquan, Black Tongue, White Tongue)
18r. 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.
19r. 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.
20r. Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
Stuff!
Primary Weapon: Overgrown Machete (Great Falchion, Metalline, Mutating, Paragon +2, 3d10, ¤¤¤¤¤ Default setting: Adamantine, Legacy Weapon, Enhancement: Anarchic [Chaos], Skill Granted: Parry)
Further Info: Fizzwinken's Mutational Pyro-Shield Chopping Blade
This colossal two handed blade [2d10] is coated in black oxide, and never needs sharpening; in fact using this weapon keeps it as sharp as it possibly can be! It has a tremendous shearing force with a good swing. Carved into the hilt of this blade is a red gemstone flower, that pulses with fire energy. Once per combat, the blade can be used to evade a fire attack, as the flames are sucked into the blade and do no damage to the bearer. It maintains it's Metalline and Mutating enchantments.
Augment Crystals [Underlined = active]: Crystal of Truedeath
Secondary Weapon: None.
Ranged Weapon: Double-Barreled Musket [2d4/2d4 or 4d8] This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. [Worth: 12,000gp]
Hidden Weapons: None.
Head: Occasionally a hat.
Face: None.
Neck: Amulet of Armor (+7 phys/magic def)
Torso: Shirt.
Body (Armor): Astral Driftmetal Breastplate (+19 phys/magic def, -5 init)
Cloak: Patchwork cloak, also Spiked Pauldrons: These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldrons deal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large). [Worth: 6,500gp]
Waist: Belt.
Legs: Sturdy trousers.
Arms/Wrist: Skill Braid: This length of braided silk is crafted of lengths of black, red, yellow, green and purple silken thread. It grants a +3 to one talent or tactic listed below, but it must be chosen when the braid is used. You cannot change which talent or tactic is boosted after you've chosen it, for a full adventure.
Black - Escape
Red - Acrobatics
Yellow - Athletics
Green - Search
Purple - Rogue
Hands: Gloves.
Feet: Madder Boots: 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.[Worth: 5,000gp]
Body Mod: Regular old ear piercings. Also: Combat Finger Sleeves I-V
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:
1. Ring of Gelatinous Hue: This ring causes the wearer and possessions to become transparent, like a gelatinous cube. It requires a successful Spot Check of DC20 to see the creature wearing this ring. As long as you take no offensive actions in combat, you may wear this ring during combat. It's magic works up to three times a day, for 10 minutes outside of combat or a full combat within combat as long as you take no offensive actions.
2.
Books:
1. Codex Anathema: Owning this book grants you a +3 to Knowledge (Planes), Knowledge (Arcana) and Knowledge (Dungeoneering). You must have Knowledge, but you do not necessarily have to have these types of Knowledge to use. [Worth: 4000gp]
Consumables:
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.
Antitoxin Potion: Drinking antitoxin gives you a +5 to saves against toxins and poisons for 3 hours, or it can be taken after you've been poisoned to immediately negate the effects of the poison.
Color: Dark Purple | Smell: Fragrant | Texture: Thick | Flavor: Bitter
Antidisease Potion: If you drink this foul tasting, milky tonic you gain a bonus of +3 to Endurance saves against disease for one hour. If infected, you are given one extra save to resist once during that hour.
Color: Milky White | Smell: Fishy | Texture: Smooth | Flavor: Foul
Salamander Milk: Upon drinking this potion, your body begins to heal at a deep level and within 1d4 hours, any lost limbs and extremities are regrown, bones are mended, and organs return to working order.
Color: Pale Pink | Smell: Sweet | Texture: Milky | Flavor: Sweet and Creamy
Toxin Sponge: This rough, ridged sponge is chalky black in color, and is used to absorb poisonous gases from the surrounding air. When the command word is spoken, a toxin sponge can absorb a 10- foot cube of inhaled poison, removing the gas from that area and concentrating it in the sponge, which turns a pale green when filled. The sponge must be in the affected area of the poison gas in order to absorb it. A toxin sponge can absorb either nonmagical poisons or magical poisons (and the poisonous effects of magical gases and mists). A toxin sponge can absorb only one poison.
1 Cure Disease Potion
1 Rezz Coin
Magic Pack Items:
1. Rune of Torchlight: This rune creates a glowing ball of light that floats above your shoulder and lights the area as well as a torch. It lasts for three hours, and will dim and flare as you command it. No save required.
2. Wand of Direction: This wand tipped with a small sailor's stone can be used find North. No matter where you are, above or below ground, it will grow heavy when it is facing North. Each charge allows for 30 minutes of use. 10 Charges
3. Rod of Hidden Light: This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced. [Worth: 2000gp]
4. Wayfinder: This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.[Worth: 3000gp]
5.
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Pets!
Snow Monkey Friend: This little monkey fella has become your friend and you can keep him as a pet if you wish. To actually have any skills or such, you will need Animal Companion or an applicable skill. He is all furry white with a little blue face.
Baby Rune Sloth: If you want a lovable pet that will want to hang onto you most of the time, and moves rather slow, this rune sloth is for you. It's claws are covered in all sorts of runes, and it grants the owner the ability to read and understand the Runin language (along with any other rune-based languages you may uncover during quests). Plus, it's so cute and huggable!
2 Patches of Rooting Graylings which will hoot, hiss, boo, cheer and raspberry to your heart's content. Eating them will make you sick to your stomach.
Bog Dog Seed: A bog dog seed when planted in sphagnum moss takes 1 full month to sprout, and then another month to grow into a small bog dog that will serve it's master. [Flavor]
Owned, not carried
Clasp of the Elder [Face]: Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks. [Worth: 1,500gp]
Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
Frosty Goblet [Magic Item]
This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2000gp]
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.
Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Chronocharm of the Archmage [Neck]
(Magical or Psionic Affinity Focus)
This charm resembles a small open book hanging from a mithral chain. A chronocharm of the archmage allows the wearer to cast any spell during their round of combat as a free action which does not take up any of their spells per combat, leaving them the ability to take another non-attack action such as healing, casting another non-attack spell (this one does count towards your total per combat), moving a distance requiring a round, etc.
[Worth: 12,500gp]
Rezz Locket [Neck]
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]
Rezz Locket [Neck]
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]
Paws of Grappling [Hands]
These gator skin mittens allow the wearer to grapple creatures otherwise unable to be grappled, such as slick, greased or otherwise ungrappleable creatures. In addition, anything gripped in your hands while wearing these cannot be removed unless you wish it, it acts as though it has very powerful glue.
Wintry Robe
This blue and white silk robe gives viewers the impression of ice and frozen fog forming over its surface. The robe grants the wearer +5 DEF against Cold and all cold-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of ice as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of cold damage.
[Worth: 10,000gp]
Durandal [Weapon] ☼ ☼
Durandal is a well-used adamantine gladius (1d6) whose hilt contains a thread from the cloak worn by Blessed Ruth. It is an intelligent, holy sword that possesses empathy with the wielder. Once per adventure, Durandal can cast a remove fear effect upon its wielder(only). Durandal uses its empathy to urge the wielder to be brave and righteous, particularly when faced with overwhelming danger.
[Worth: 8,500gp]
Bow of the Frostmoon [Weapon] ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.
[Worth: 12,500gp]
Tabard of Propitiation [Torso]
This garment, made of sturdy cloth, bears a crest, seal or symbol when found which always transforms to something appropriate to the wearer when donned. Once per adventure, while wearing the tabard, you may undo a single mistake that you make. For any die roll that you make, you can choose to reroll it once you see the result. You must keep the second roll's result.
[Worth: 11,000gp]
"Just the Right Size" - Porn mag in Halfling
"Tiny Tits" - Porn mag in Gnomen
"Voluptuous Vishkanya" - Porn mag in Vishkanya
Cock Ring of Quantity: This ring fits snugly at the base of the penis, and causes wearer to be effected by a fluidic enhancer, allowing for some very messy, but fulfilling sexual encounters.
Sheet of Useful Toys: This appears to a normal sheet adorned with about 20 small cloth patches of various shapes. Anybody can remove a patch. Detaching a patch causes it to become an actual item. The item is some exciting sexual toy. The toy could be anything like oil, a whip, blindfold, body lotion, body paint, or anything else the person imagines.
Ring of Stamina: This small ring is used to pierce the genitals in a male or female. It grants stamina during sex, which is why it is commonly used by blue mages, but it also grants a +2 to any Endurance checks that the wearer is asked to make.
Extra clothes (to be used when needed)
Noble's outfit
Hot Weather (desert) outfit
Cold weather outfit
Bracelet and signet ring to accompany noble's outfit.
On Momma's Fridge
Greatclub (Phantom Enchant) [Ogre kill]
Javelin [Ogre kill]
War Axe [Frosty kill]
Inubrix Shortspear (Vampire mushroom kill)
Falchion 1d8 w/ Passage** (Erotikas Guard kill)
Screen Name: Raufak Agnarsson
Alignment: Chaotic Good
Hair: Dark Brown
Eyes: Hazel
Height: 6'8"
Weight: 260 lbs.
Rank: Ruby Commander
Dice: 2d90 (3d90 with Aura of Strength)
HP: 67
XP: 802
GP: 7,394gp
Strength [12]
Quickness [7]
Endurance [5]
Willpower [2]
Intelligence [2]
Perception [0]
Charisma [3]
Race: Half-Orc
Racial Weakness: None
Languages: Common, Orcish, Rumeric, Zorcan, Draconic, Sylvan, Planar Common, Elven, Feral, Cold Tongue, Celestial, Abyssal, Infernal, Ghost Elven, Insectid, Auran, Arborian, Arachnian, Bestial, Umbral, Giant, Ancient, Eld Norsk Tunga, Terran, Te-Pua Koy, Goblinoid, Ignan, Castillon, Arkai, Primordial [learned from Dorian Thales], Fungin, Gargoyle, Serpentine, Canin, Gith, Aboleth, Eirchaic, Inhepic, Aquan, Black Tongue, White Tongue)
Country of Origin: Yes.
Primary Class: Support
Class Bonus: Two free support skills.
Primary Profession: Bard
Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they play or sing their music pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions.
Secondary Class: Combat
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. Favored weapon: Overgrown Machete
Automatic Skills: You may choose one free combat or fighter skill.
Flaws
1. Vice
2. Phobia (Sluggage, slug juice)
3. Flirt
Skills
(race) Orc Ferocity: Once per day, when a half-orc takes enough damage that he should be dead, he is able to fight onwards for one more round. At the end of the round, unless he has healed, he falls dead.
(race) Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(race) Darksight: The ability to see in total darkness up to 60 feet.
(flaw) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(support) Voracious Reader: You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
(support) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(bard) Opening Act: A bard knows quite well they need to jump on opportunities when they arise. This enables a bard to take first spot on the scoreboard, or gives them a +5 to Initiative Rolls when needed.
(combat) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(fighter) 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.
(flavor-c) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor-c) Polyglot (Draconic, Sylvan, Feral, Ghost Elven, Giant, Fungin)
(flavor-c) Knowledge (The Planes, Monster Lore, Sociology, Arcana, Savage Humanoids, Dungeoneering): +10 to checks
1c. Grudge Fighter: Gain a +1 to Strike, and Damage against any opponent that dares to attack you in combat.
2c. 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.
3c. Two-Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your hit with a two-handed weapon. This is an innate skill.
4c. Strong as an Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
5c. 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.
(flavor-t) Polyglot (Planar Common, Elven, Cold Tongue, Insectid, Ancient, Gargoyle)
6t. Lament: Your lamentful story creates sorrow and sadness to all within hearing distance, sending them into fits of tears and extreme lamentation. Enemies cannot attack for the duration of the story, they are too upset to function normally. If this is done during a quest, the entire combat ceases for 5-10 mun minutes, and when it begins again it is considered a new combat. This resets skills and magic use that can only be used 1/combat.
7t. Lasting Inspiration: Only a bard may take this skill, and it enables them to inspire their allies with even greater benefits. Their Inspire Allies bonus of defense or attack goes up to +5.
8t. Loremaster: Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks.
(flavor-a) Polyglot (Celestial, Abyssal, Infernal, Auran, Eld Norsk Tunga, Serpentine)
9a. Undeniable: It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
10a. Keen Memory: You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
11a. 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.
(flavor-s) Polyglot (Arborian, Arachnian, Bestial, Umbral, Terran, Canin)
12s. Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
13s. 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.
14s. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flavor-e) Polyglot (Te-Pua Koy, Goblinoid, Ignan, Castillon, Arkai, Gith)
15e. Arcane Cantata: Your ability to inspire allies has an added boon for spellcasters. All regged spells cast while the bard is performing gains a +1 to their Spell Save DC. All allies also gain a +1 to any saves against spells the enemies cast upon them.
16e. Iron Will: +3 to willpower checks
17e. Diehard: +5 hp
(flavor-r) Polyglot (Aboleth, Eirchaic, Inhepic, Aquan, Black Tongue, White Tongue)
18r. 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.
19r. 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.
20r. Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
Stuff!
Primary Weapon: Overgrown Machete (Great Falchion, Metalline, Mutating, Paragon +2, 3d10, ¤¤¤¤¤ Default setting: Adamantine, Legacy Weapon, Enhancement: Anarchic [Chaos], Skill Granted: Parry)
Further Info: Fizzwinken's Mutational Pyro-Shield Chopping Blade
This colossal two handed blade [2d10] is coated in black oxide, and never needs sharpening; in fact using this weapon keeps it as sharp as it possibly can be! It has a tremendous shearing force with a good swing. Carved into the hilt of this blade is a red gemstone flower, that pulses with fire energy. Once per combat, the blade can be used to evade a fire attack, as the flames are sucked into the blade and do no damage to the bearer. It maintains it's Metalline and Mutating enchantments.
Augment Crystals [Underlined = active]: Crystal of Truedeath
Secondary Weapon: None.
Ranged Weapon: Double-Barreled Musket [2d4/2d4 or 4d8] This musket has two parallel barrels; each barrel can be shot independently as a separate action, or both can be fired at once as the same attack. If both barrels are fired at once, they must both target the same creature or object. Each barrel of a double-barreled musket uses either a bullet and a single dose of black powder or an alchemical cartridge as ammunition. [Worth: 12,000gp]
Hidden Weapons: None.
Head: Occasionally a hat.
Face: None.
Neck: Amulet of Armor (+7 phys/magic def)
Torso: Shirt.
Body (Armor): Astral Driftmetal Breastplate (+19 phys/magic def, -5 init)
Cloak: Patchwork cloak, also Spiked Pauldrons: These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldrons deal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large). [Worth: 6,500gp]
Waist: Belt.
Legs: Sturdy trousers.
Arms/Wrist: Skill Braid: This length of braided silk is crafted of lengths of black, red, yellow, green and purple silken thread. It grants a +3 to one talent or tactic listed below, but it must be chosen when the braid is used. You cannot change which talent or tactic is boosted after you've chosen it, for a full adventure.
Black - Escape
Red - Acrobatics
Yellow - Athletics
Green - Search
Purple - Rogue
Hands: Gloves.
Feet: Madder Boots: 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.[Worth: 5,000gp]
Body Mod: Regular old ear piercings. Also: Combat Finger Sleeves I-V
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:
1. Ring of Gelatinous Hue: This ring causes the wearer and possessions to become transparent, like a gelatinous cube. It requires a successful Spot Check of DC20 to see the creature wearing this ring. As long as you take no offensive actions in combat, you may wear this ring during combat. It's magic works up to three times a day, for 10 minutes outside of combat or a full combat within combat as long as you take no offensive actions.
2.
Books:
1. Codex Anathema: Owning this book grants you a +3 to Knowledge (Planes), Knowledge (Arcana) and Knowledge (Dungeoneering). You must have Knowledge, but you do not necessarily have to have these types of Knowledge to use. [Worth: 4000gp]
Consumables:
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.
Antitoxin Potion: Drinking antitoxin gives you a +5 to saves against toxins and poisons for 3 hours, or it can be taken after you've been poisoned to immediately negate the effects of the poison.
Color: Dark Purple | Smell: Fragrant | Texture: Thick | Flavor: Bitter
Antidisease Potion: If you drink this foul tasting, milky tonic you gain a bonus of +3 to Endurance saves against disease for one hour. If infected, you are given one extra save to resist once during that hour.
Color: Milky White | Smell: Fishy | Texture: Smooth | Flavor: Foul
Salamander Milk: Upon drinking this potion, your body begins to heal at a deep level and within 1d4 hours, any lost limbs and extremities are regrown, bones are mended, and organs return to working order.
Color: Pale Pink | Smell: Sweet | Texture: Milky | Flavor: Sweet and Creamy
Toxin Sponge: This rough, ridged sponge is chalky black in color, and is used to absorb poisonous gases from the surrounding air. When the command word is spoken, a toxin sponge can absorb a 10- foot cube of inhaled poison, removing the gas from that area and concentrating it in the sponge, which turns a pale green when filled. The sponge must be in the affected area of the poison gas in order to absorb it. A toxin sponge can absorb either nonmagical poisons or magical poisons (and the poisonous effects of magical gases and mists). A toxin sponge can absorb only one poison.
1 Cure Disease Potion
1 Rezz Coin
Magic Pack Items:
1. Rune of Torchlight: This rune creates a glowing ball of light that floats above your shoulder and lights the area as well as a torch. It lasts for three hours, and will dim and flare as you command it. No save required.
2. Wand of Direction: This wand tipped with a small sailor's stone can be used find North. No matter where you are, above or below ground, it will grow heavy when it is facing North. Each charge allows for 30 minutes of use. 10 Charges
3. Rod of Hidden Light: This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced. [Worth: 2000gp]
4. Wayfinder: This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.[Worth: 3000gp]
5.
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Pets!
Snow Monkey Friend: This little monkey fella has become your friend and you can keep him as a pet if you wish. To actually have any skills or such, you will need Animal Companion or an applicable skill. He is all furry white with a little blue face.
Baby Rune Sloth: If you want a lovable pet that will want to hang onto you most of the time, and moves rather slow, this rune sloth is for you. It's claws are covered in all sorts of runes, and it grants the owner the ability to read and understand the Runin language (along with any other rune-based languages you may uncover during quests). Plus, it's so cute and huggable!
2 Patches of Rooting Graylings which will hoot, hiss, boo, cheer and raspberry to your heart's content. Eating them will make you sick to your stomach.
Bog Dog Seed: A bog dog seed when planted in sphagnum moss takes 1 full month to sprout, and then another month to grow into a small bog dog that will serve it's master. [Flavor]
Owned, not carried
Clasp of the Elder [Face]: Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks. [Worth: 1,500gp]
Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
Frosty Goblet [Magic Item]
This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2000gp]
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.
Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Chronocharm of the Archmage [Neck]
(Magical or Psionic Affinity Focus)
This charm resembles a small open book hanging from a mithral chain. A chronocharm of the archmage allows the wearer to cast any spell during their round of combat as a free action which does not take up any of their spells per combat, leaving them the ability to take another non-attack action such as healing, casting another non-attack spell (this one does count towards your total per combat), moving a distance requiring a round, etc.
[Worth: 12,500gp]
Rezz Locket [Neck]
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]
Rezz Locket [Neck]
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]
Paws of Grappling [Hands]
These gator skin mittens allow the wearer to grapple creatures otherwise unable to be grappled, such as slick, greased or otherwise ungrappleable creatures. In addition, anything gripped in your hands while wearing these cannot be removed unless you wish it, it acts as though it has very powerful glue.
Wintry Robe
This blue and white silk robe gives viewers the impression of ice and frozen fog forming over its surface. The robe grants the wearer +5 DEF against Cold and all cold-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of ice as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of cold damage.
[Worth: 10,000gp]
Durandal [Weapon] ☼ ☼
Durandal is a well-used adamantine gladius (1d6) whose hilt contains a thread from the cloak worn by Blessed Ruth. It is an intelligent, holy sword that possesses empathy with the wielder. Once per adventure, Durandal can cast a remove fear effect upon its wielder(only). Durandal uses its empathy to urge the wielder to be brave and righteous, particularly when faced with overwhelming danger.
[Worth: 8,500gp]
Bow of the Frostmoon [Weapon] ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.
[Worth: 12,500gp]
Tabard of Propitiation [Torso]
This garment, made of sturdy cloth, bears a crest, seal or symbol when found which always transforms to something appropriate to the wearer when donned. Once per adventure, while wearing the tabard, you may undo a single mistake that you make. For any die roll that you make, you can choose to reroll it once you see the result. You must keep the second roll's result.
[Worth: 11,000gp]
"Just the Right Size" - Porn mag in Halfling
"Tiny Tits" - Porn mag in Gnomen
"Voluptuous Vishkanya" - Porn mag in Vishkanya
Cock Ring of Quantity: This ring fits snugly at the base of the penis, and causes wearer to be effected by a fluidic enhancer, allowing for some very messy, but fulfilling sexual encounters.
Sheet of Useful Toys: This appears to a normal sheet adorned with about 20 small cloth patches of various shapes. Anybody can remove a patch. Detaching a patch causes it to become an actual item. The item is some exciting sexual toy. The toy could be anything like oil, a whip, blindfold, body lotion, body paint, or anything else the person imagines.
Ring of Stamina: This small ring is used to pierce the genitals in a male or female. It grants stamina during sex, which is why it is commonly used by blue mages, but it also grants a +2 to any Endurance checks that the wearer is asked to make.
Extra clothes (to be used when needed)
Noble's outfit
Hot Weather (desert) outfit
Cold weather outfit
Bracelet and signet ring to accompany noble's outfit.
On Momma's Fridge
Greatclub (Phantom Enchant) [Ogre kill]
Javelin [Ogre kill]
War Axe [Frosty kill]
Inubrix Shortspear (Vampire mushroom kill)
Falchion 1d8 w/ Passage** (Erotikas Guard kill)