Post by Kythin Steelfang on Sept 29, 2014 19:23:12 GMT -5
Name: Davkul Crisvos the Second
Alias/Title: Davkul Twice-Damned, The Inquisitor
Screen Name: suffertheflame
Alignment: Lawful Good
Race: Hellbred (Tiefling)
Size: Medium
Racial Weakness: Cold
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Abyssal (free), Kullyrian (homeland), Infernal, and Planar Common
Polyglot Languages: Ancient, Celestial, Doxenian, Draconic, Giant, Thieves Cant , (+1)
Polyglot Languages: Ancient, Celestial, Doxenian, Draconic, Giant, Thieves Cant , (+1)
Country of Origin: Grand Duchy of Kullyr
Chosen Deity: Coleus and Daleus
Storyline: Obsidian Heart Adventuring Company / Dunsany Resurgency
Rank: Obsidian Prime
Dice: 2d91
Rezzes: 1/5
Reputation (Fame): Intimidate & Gather Info +2 / Diplomacy & Bluff -2
Defense DC: 22 (10 + Quickness)
Hit Points: 56 (Half Dice = 42, Endurance = 6, Willpower = 6, Diehard = 0)
Dice: 2d91
Rezzes: 1/5
Reputation (Fame): Intimidate & Gather Info +2 / Diplomacy & Bluff -2
Defense DC: 22 (10 + Quickness)
Hit Points: 56 (Half Dice = 42, Endurance = 6, Willpower = 6, Diehard = 0)
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Free Skill: Combat Affinity
Free Skill: Combat Affinity
Primary Profession: Paladin
Profession Bonus: "Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity
Secondary Class: Support
Class Bonus: 2 Support Skills
Secondary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
I'm no Hero, and I'm not made of stone.
Strength [0]
Quickness [12]
Endurance [6]
Willpower [6]
Intelligence [0]
Perception [2]
Charisma [6]
(racial) Acrobatics
(racial) Celestial Heritage
(racial) Darksight
(flaw) Ranged Sniper / Executioner's Shot
(flavor crystal) Celestial Wings
(flavor crystal) Delay Pain
(flavor crystal) Lightning Initiative
(crystal) Acrobatic Backstab
(crystal) Counter Attack
(crystal) Divine Interference
(crystal) Intimidating
(crystal) Killing Flourish
(teamwork) Concerted Attack
(topaz) Divine Health
(topaz) Divine Ruination
(topaz) Point Blank Shot (Obsidian +5 Damage)
(flavor topaz) Zone of Truth
(amber) Point Blank Master (Obsidian +3 Strike)
(amber) Sacred Conduit
(amber) Swordman's Folly
(flavor amber) Sacred Touch
(support) Mercy [ t; Remove Fatigue ; a: Remove Curse ; s: Mundane Poison ; e: Magical Poison ; r: Remove Paralyzation ]
(support) Self-Healing
(sapphire) Dual Wield
(sapphire) Sword and Pistol
(sapphire) Weighty Words
(flavor sapphire) Touch of Veracity
(emerald) A Hero Never Falls
(emerald) Hallowed Bolt
(emerald) Soul Slice
(flavor emerald) Vigilance
(3rd Anni - Prize Flavor) Prayer
(secondary profession) Combat Panache
(ruby) Combat Marksman
(ruby) Sacred Whisper
(ruby) Shielding Prayer
(flavor ruby) Sense Undead
(flavor rep 20) Watchkeeper
(obsidian) Better Lucky than Good
(obsidian) Forced Repentance
(obsidian) Multi-Talented Mastery
(flavor obsidian) Polyglot
(ruby) Sacred Whisper
(ruby) Shielding Prayer
(flavor ruby) Sense Undead
(flavor rep 20) Watchkeeper
(obsidian) Better Lucky than Good
(obsidian) Forced Repentance
(obsidian) Multi-Talented Mastery
(flavor obsidian) Polyglot
1. Chivalrous Courtesy (-2 to strike vs Obviously Female Opponents)
2. Compulsive Honesty
3. Fear the Reaper
Permanent Madness: “ I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they’re watching me all the time. ” [ Remove Curse necessary ]
Right or wrong, I can hardly tell.
Primary: Severance (Fizzwinken's Anamnesiac Circumspect Riving Broadblade)
This powerful serrated broadsword (1d10) is adamantine by default, but enchanted with Metalline. It bears a pommel in an intricately carved metal representation of two stern, bearded faces bearing the symbol of Coleus and Daleus. Additionally, this magnificent blade is an intelligent sword that speaks Abyssal, Celestial, Common, and Infernal. It has darkvision up to 60 ft and has the Alert skill. In addition, the sword can heal up to 5 points of damage three times per day. The sword also remembers which foes have struck you and deals extra damage to them in retribution thereafter. If an enemy hits you with a weapon (including a natural weapon), the sword thereafter has a bonus of 2 higher weapon dice than normal higher than normal (making it 1d12). No disguise or shapechanging ability can guard against this ability. It is extremely dangerous to your enemy's weapons as well. Once per combat, against an enemy that has struck you, you may hit a lever in the hilt that activates a chainsaw like movement of the serrated blade. The teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day. This sword speaks little except during combat, during which it reminds you in stentorian tones about the transgressions of each enemy, whether it has witnessed them personally (“That bugbear hath wounded Maria most grievously”) or simply assumed wrongdoing based on creature type (“That succubus hath surely tempted many good men toward evil”).Secondary Weapon: Grim Repeater ( Fizzwinken's Combustive Ruination Far-Shot Machine )
An infinity symbol is engraved on both sides of this masterfully crafted flintlock pistol's [1d10] mother of pearl and onyx grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire. There is a thin edging of mithral and adamantine along the barrel of the pistol. When this weapon is shot, there is a loud burst of sound much like the buzzing of insects. When the weapon strikes a creature, the creature suffers an additional +2 points of negative energy damage (if the target is alive) or +2 points of positive energy damage (if the target is undead).
Ranged: Long Musket [2 handed / 1 shot] (2d6) ☼ ☼ ☼ ☼ ☼
[ Enchantments: Distance, Nimble Shot, Unerring Accuracy ]
[ Enchantments: Distance, Nimble Shot, Unerring Accuracy ]
Hidden: (2) Snow Star Shard Dagger
This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger [1d5]. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
Extra Attack Item: Wand of Force [Magic Item]
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. 10 Charges
.
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. 10 Charges
.
Extra Defense Item:
Head/Headband: Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
Face/Eyes: Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
Neck: 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]
Torso/Body:
Armor: Mindsteel Traveler's Plate (Medium)
[+22 DEF(n) / +13 (m) | +2 to Willpower Saves vs Charm and Mind-Affecting Effects ]
[ (☼ ☼ ☼ ☼ ☼) Ghost Ward ; Magically Warded; Nimble ]
[+22 DEF(n) / +13 (m) | +2 to Willpower Saves vs Charm and Mind-Affecting Effects ]
[ (☼ ☼ ☼ ☼ ☼) Ghost Ward ; Magically Warded; Nimble ]
Cloak/Shoulders: Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
Waist:
Legs:
Arms/Wrist: Fire-Forged Steel Bracers [ +5 Magical Defense (+3 defense vs fire)] [Arms/Wrist]
Hands: Dueling Gloves [Hands]
These supple gloves grant the wearer a +3 bonus against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons. The wearer doesn’t drop held weapons when panicked, stunned or critical fails.
Feet: Boots of Cushioning [Feet]
These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.
[Worth: 2,500gp]
Body Mod:
Rings:
Free Slot: Ring of Obsidian Heart (free)
Free Slot: Ring of Obsidian Heart (free)
This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
Free Slot: Obsidian Heart Insignia
You may send a short message (of no more than 25 words) at a time to any other wearer of the insignia,as long as they are on the same plane of existence that you are on. You may target one, numerous or everyone that bears the insignia, and the message is relayed telepathically. This also allows Maria,who owns the prime insignia, to locate anyone wearing the pin if they are on the same plane of existence that she is located on.
Consumables: (4/5)
1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
Magical Pack Items: (1/5)
1. Rezz Coins (x2)
2. Charmer's Bane [Arms/Wrist]
This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +5 bonus on Insight checks, and a +5 bonus on Willpower saves against enchantment/charm skills and spells. If the wearer makes a successful save against an enchantment/charm skill or spell, the caster of that spell/user of the charm skill incorrectly senses the effect has succeeded (until an action from the target proves otherwise, such as attacking the caster/charmer). Additionally, the bracelet’s wearer knows an enchantment targeted him and the enchantment’s source.
[Worth: 7,500gp]
3. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
4. Scimitar of the Dawn (Fizzwinken's Luminous Spectral Sanctification Battler)
This is a large curved blade with a shining golden surface as if the entire blade had been dipped in gold. This scimitar normally does 1d10 damage, but against undead creatures it does 2d10 damage. It is also naturally able to hit incorporeal creatures of any type. It also can produce bright, prismatic light upon command which does extra damage to creatures weak to radiant light. Upon its hilt is inlaid a purple mournlode holy symbol, and the weapon itself is considered "holy". The blade begins to glow softly when the owner is within 50 feet of any undead. This is subdued if the blade is sheathed.
[Worth: 1000gp]
2. Charmer's Bane [Arms/Wrist]
This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +5 bonus on Insight checks, and a +5 bonus on Willpower saves against enchantment/charm skills and spells. If the wearer makes a successful save against an enchantment/charm skill or spell, the caster of that spell/user of the charm skill incorrectly senses the effect has succeeded (until an action from the target proves otherwise, such as attacking the caster/charmer). Additionally, the bracelet’s wearer knows an enchantment targeted him and the enchantment’s source.
[Worth: 7,500gp]
3. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
4. Scimitar of the Dawn (Fizzwinken's Luminous Spectral Sanctification Battler)
This is a large curved blade with a shining golden surface as if the entire blade had been dipped in gold. This scimitar normally does 1d10 damage, but against undead creatures it does 2d10 damage. It is also naturally able to hit incorporeal creatures of any type. It also can produce bright, prismatic light upon command which does extra damage to creatures weak to radiant light. Upon its hilt is inlaid a purple mournlode holy symbol, and the weapon itself is considered "holy". The blade begins to glow softly when the owner is within 50 feet of any undead. This is subdued if the blade is sheathed.
[Worth: 1000gp]
Books: (0/3)
Backpack Load:
-- Bedroll
-- Blanket
-- Backpack
-- Block and Tackle
-- Compass
-- Coffee Pot
-- Cooking Pots, Kettles
-- Fishnet
-- 50 Feet of Hemp Rope
-- Flint & Steel
-- Hourglass
-- Lanterns & Oil Flasks
-- Manacles
-- Rations
-- Sewing Needle
-- Spyglass
-- Small Steel Mirrors
-- Tent
-- Tools such as hammer, shovel, spade etc.
-- Waterskins
-- Whetstone
-- Metal Cups, Forks, Spoons, Bowls, Plates
Storage:
Malachite (10gp)
1x Scimitar (Dao)(Shamshir) [1d6]
1x Quarterstaff [2d4 or 1d4/1d4]
1x Undead Protective Amulet [Neck]
[ Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal.]
1x Horn of Blasting [Magic Item or Weapon]
This silver horn does 1d5 sonic damage whenever it is played. It can be used as a weapon in the hands of a bard.
[Worth: 2000gp]
1x Mask of a Thousand Tomes [Face]
The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 bonus on all types of Knowledge checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.
[Worth: 9,000gp]
1x Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
1x Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head.
[Worth: 2000gp]
Tabbard of Faith [ +3 Def vs Evil Creatures ] [Cloak]
1x Quarterstaff [2d4 or 1d4/1d4]
1x Undead Protective Amulet [Neck]
[ Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal.]
1x Horn of Blasting [Magic Item or Weapon]
This silver horn does 1d5 sonic damage whenever it is played. It can be used as a weapon in the hands of a bard.
[Worth: 2000gp]
1x Mask of a Thousand Tomes [Face]
The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 bonus on all types of Knowledge checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.
[Worth: 9,000gp]
1x Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
1x Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head.
[Worth: 2000gp]
Tabbard of Faith [ +3 Def vs Evil Creatures ] [Cloak]
I'm on the wrong side of heaven, and the righteous side of hell.