Post by Ellis Strata on Oct 20, 2014 1:44:14 GMT -5
State
Vyce Halbredth - Obsidian Prime - Arcane/Spellborn, Support/Healer - 2d91 - 63 HP (13 Int, 5 Wlp) - 16 DDC (5 Qck, 1 Ioun) - 70 Healing Points - Weakness: Water (1.5) - Flaws: Jump to Conclusions, Loner, Phobia: Cemetaries - Innate: Arcane Warrior
Vitals
Screen Name: swordofatrophy
Name: Vyce Halbredth
Alignment: Neutral Good
Race: Lumian (Electricity)
Size: Medium
Racial Weakness: Water (1.5x damage)
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'0" 165 ibs, Silver hair, Yellow eyes (faint electric sparks in them)
Vyce is a relatively plain man, who's expression rarely changes. He's slim of stature, from more time spent reading than exercising, and has a usually serious demeanor, rarely showing emotion at all unless it's excitement from discovering something new. The only person who gets more emotion from him, is Luna.
Personality:
Exceptionally bright, but a bit of a quirky nutball, Vyce is much more interested in knowledge than what other men chase, be it money, glory or women. He traveled the length of Rumeria, to see what he could see and learn what there is to be learned. Travels eventually took him to Doxenia as well, where he first met someone special. In the witchwoods, he came across a beautiful Moon Fey, caught in a trap. He freed her, aided her back to health, and they bonded during their times together. Through that discourse, he learned of the Obsidian Heart, all their vast resources and experience. Thus, they made their way to Navahla.
Star Sign
Date: 3/23
Sign: Beholder
Bonus: You are very good at solving puzzles and riddles, you are able to get one free clue from the DM.
Under: Setting Sun
Bonus: You gain a +1 to any Knowledge Check you wish to roll, whether you have Knowledge Skill or not.
Languages: Common, Auran (race language), Commonsign, Rumerian
Country of Origin: Rumeria
Chosen Deity: Baromet, God of the Weather
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16
Primary Profession: Spellborn
Class Skill: "Innate Magic" Spellborn mages do not need spellbooks or incantations or anything but their own desire or whim to cast magic. They are born of magic, and ooze magic. They gain a +5 DMG to all magical attacks made in combat outside of their official spells.
Secondary Class: Support
Class Bonus: Two non-combat skills.
Primary Profession: Healer
Class Skill: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Traits
Strength [0]
Quickness [5]
Endurance [0]
Willpower [5]
Intelligence [13]*
Perception [10]
Charisma [0]
*25 Reputation (Int)
Reputation.
Reputation: 44
Reputation Bonus: +3 Gather Info, Intimidation / -3 Diplomacy, Bluff
Skills.
Race Skills
(racial) Lumian Resistance: You gain a resistance to the element you are associated with, so for instance a frost lumian would gain a +5 DEF against cold, and a fire lumian would get a +5 DEF against fire. (Lightning)
(racial) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
(racial) Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Crystal: Monster Lore
Topaz: History
Amber: Planes
Sapphire: Ruins
Emerald: Botany
Ruby: Religion
Obsidian: Mathematics
(flaw) Shadow Walk: To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
Class/Profession Skills
(arcane) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(support) Invisibility: You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling.
(support) Alert: You gain a +5 to Spot and Listen Checks.
(topaz - Spellborn bonus) Psionic Affiity: You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
(topaz - Spellborn bonus) Psychometry: By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information.
(ruby - Healer bonus) Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. (Obsidian: 30)
(ruby - Healer bonus) Healing Run: When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
Flavor Skills
(flavor crystal) 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.
(flavor crystal) Concealed Spellcasting: You are able to cast spells without bringing any attention to yourself. Why is this helpful? Because it's common knowledge that taking out the spellcaster first is the best move most times, for your own tactics or enemy tactics.
(flavor crystal) Forgo Components: This skill allows spellcasters to forgo the use of any material components.
(flavor topaz) 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 amber) Psychoportation: Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before.
(flavor sapphire) Telepathy: You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
(flavor emerald) Clarity of Vision: Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.
(flavor ruby) Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
(flavor obsidian) Deepened Vision: Your mental focus helps you see farther with darksight. You gain a range increase of 30 feet. You gain a +3 to any Spot or Search checks while using your Deepened Vision.
(flavor reputation 20) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor reputation 25) Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
Combat Skills
(legacy) Force of Will: You are able to resist certain attacks and effects with extreme force of will. Once per adventure, you may make a Willpower save in place of any Endurance save you are asked to make. At Emerald, you may use this skill twice per adventure. At Ruby three times per adventure and at Obsidian, four times per adventure.
(legacy) Arcane Lucubration: This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
(crystal) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(crystal) Levitation: You have inborn talent of some kind to levitate at will. Levitation involves floating a few inches off the ground if you are moving horizontally; if you wish to move straight up and down, the highest you may go is 20 feet.
(crystal) Shadow Form: Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
(crystal) Selective Spell: When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster.
(crystal) Point Blank Spells: You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
(topaz) Mindblade: A psion or spellborn can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a longsword and is wielded in one hand. The blade deals 1d6 points of damage upon creation, but the damage increases with your rank.
Crystal, Topaz: 1d6
Amber: 1d7
Sapphire: 1d8
Emerald: 1d9
Ruby: 1d10
Obsidian: 1d11
Diamond: 1d12
(topaz) Darksight: The ability to see in total darkness up to 60 feet.
(topaz) Gloomstrike: On a successful attack, you are able to magically blind your target for one round of combat, once per combat. They cannot do anything that round unless they have Blindsight.
(amber) Innate Spell: You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. (Spell selected: Paralyze)
(amber) Mindblade Enhancement: At Amber rank, a psion gains the ability to enhance his mind blade as one would go about enhancing a normal weapon. This allows them to add Five Points of enchantments to the mindblade in whatever fashion that is allowed for normal weapons. Your mindblade at this time can also be paragoned.
(amber) Spell Combatant: You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(sapphire) Combat Teleport: Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
(sapphire) Arcane Warrior: This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT), but not both every round. This is an innate skill.
(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.
(emerald) Craft Magic Item: This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others. You may choose one type of CMI crafting per gemstone rank, and be sure this is listed very clearly on your dossier.
Crystal: Magical Weapons/Weapon Techs/Invocation Enchants
Topaz: Magical Armor/Armor Techs
Amber: Magical Jewelry
Sapphire: Inkantation
Emerald: Dragoncrafting
Ruby: Etch Runes
Obsidian: Magical Clothing
(emerald) Siphon Magic: A spellborn can take an incoming magical attack upon themselves and turn it into healing energy. Once per adventure, a spellborn can heal the amount of hit points they were attacked by a magical or psionic attack.
(emerald) Bounce Spell: If your spell fails through any means (usually due to the target passing their save) you may immediately direct that failed spell to a different target, seeking another save, once per combat.
(ruby) Parry Spell: You are able to reflect a regged spell back onto the magic caster, once per combat.
(ruby) Focused Sunder: You can sense the stress points on others’ weapons or armor. Once a day a spellborn may destroy a weapon or armor used by a foe. The item cannot be repaired, must be bought again (legacy simply reappear whole next day). Renders weapon or armor piece useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the magical attack.
(ruby) Eldritch Master: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate.
(reputation: 30) Chain Power: A psion who is able to manifest any of the elements of fire, cold, electricity, acid or sonic can arc their non-regged psionic attack to one other target, both taking the same amount of damage if you pass Strike for both of them. At Obsidian, you may arc to two other targets. Once per combat.
(obsidian) Slot Open
(obsidian) Overchannel: You burn your life force to strengthen your psionic powers. You may burn off as much of your hit points as you desire, and add that to the damage of one attack per combat. Your hit points remain lowered throughout the remainder of combat.
(obsidian) Unconditional Power: Disabling conditions do not hold you back as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
[Teamwork] Elemental Co-Mixture: You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat.
Skill Checks.
Spot: (PER 10)(Alert 5)(DV 3) = +15/+18 in darkness
Listen: (PER 10)(Alert 5) = +15
Search: (PER 10)(Investigator 5)(DV 3) = +15/+18 in darkness
Locate Traps: (PER 10) = +10
Disable Traps: (QCK 5) = +5
Lockpicking: (QCK 5) = +5
Escape: (QCK 5) = +5
Acrobatics: (QCK 5) = +5
Athletics: (END 0) or (STR 0) = +0
Diplomacy: (CHA 0)(Rep -3) = -3
Intimidation: (CHA 0)(Rep 3) = +3
Bluff: (CHA 0)(Rep -3) = -3
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 5) = +5
Insight: (PER 10)(Investigator 5) = +15
Handle Animal: (CHA 0) = +0
Ride: (QCK 5) = +5
Swim: (STR 0) or (END 0) = 0
Appraise: (PER 10) = +10
Gather Info: (CHA 0)(Rep 3)(Investigator 5) = +8
Use Object: (QCK 5) = +5
Knowledge: (INT 13)(Knowledge 10)(Loremaster 5)(Voracious Reader 2)(Star 1) = +31/+21
Save against Disease/Poison: (END 0) = 0
Willpower Save: (WLP 5) = +5
Flaws.
Jump to Conclusions: You did your best, but clearly the door is too warped to open. Better try to find some other way into the room rather than waste more time on futile efforts.
Penalty: Your character's keen eye for detail often serves him well in analyzing a problem, but it can also be a hindrance. If your character fails a skill check of any kind, he cannot try again during that adventure--he concludes that the task is not possible for him to complete and abandons any further effort.
Loner: You do not have the ability to summon a familiar or gain an animal companion.
Penalty: You lose the ability to summon a familiar or gain an animal companion. You never gain the ability to gain a special companion, whether through animal companion, summon familiar, or some other class ability or feat.
Phobia: (Cemetaries) A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken
Weaponry.
Primary Weapon: Legacy Invocation - Shock Blast (2d12) (Chasble Boost/Paragon x2)
An orb of compressed electric energy, crackling with the static between it and the air, is formed in Vyce's hand. He extends his arm forward to launch it toward the target, upon contact it bursts in a shower of sparks and the sound of an aetheric thunderclap.
Legacy Enchant: Thundering - Deals double damage is enemy is weak to sonic
Enchantments:
Empowered Spell ☼ ☼
Once per combat, you may roll 1d extra 'vocation dice. So, a normal 'vocation of 1d5 for instance, would be 2d5 for one attack.
Elemental Affinity ☼
This spell allows you to change your evocation into another type of energy, once per combat. For instance, if your evocation is fire-based, with this enchantment for one attack you may instead change it to be an ice-based, or lightning-based, etc.
Secondary Weapon: Lightning Mind (Legacy / Mindblade (Paragon *2) 2d13)
A longsword made of force.
Legacy Enchant: Keen - Double damage if the enemy is weak to slashing damage.
Enchantments:
Arcing ☼ ☼ ☼
An arcing weapon has a shock or lightning element attached to it already, and by adding 'arcing' you allow the weapon upon one strike, for it's electricity or lightning to arc outwards and hit up to 2 other opponents with half the damage you've rolled WITH COMBAT DICE ONLY, ONCE per combat.
Shockburst ☼ ☼
A shockburst weapon functions as a lightning weapon that also explodes with electricity for extra damage once per combat. The electricity does not harm the wielder. In addition to being sheathed with lightning (See Lightning Enchantment), a shockburst weapon deals an extra 1d5 points of electric damage on a successful hit.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item: Quarterstaff of the Glass Guardian**
This 2d4 quarterstaff is made of deep crystal and maintains all the properties of this material. It is most useful in the hands of a psion or spellborn. It has the "Deflecting" enchant, which allows you to 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.
[Worth: 12,000gp]
Extra Defense Item:
Armaments.
Head:
Face: Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
Eyes: Fizzwinken's Roseate Relocating Circumvention Device
These rimless spectacles are the pinnacle of 'rose colored glasses'. The glass is a soft rose color of polished crystal, and when worn grants the wearer a bonus of +1 to their defense dc, though no other bonuses to your defense dc may be applied while this is being used (including from spells, maneuvers, skills and items). Your DDC cannot go over 24. Once per day, the spectacles are alerted to impending danger, instantly tugging the wearer into an extradimensional space for a few moments, allowing them to bypass any damage from an environmental reason (such as falling rocks) or traps. If the wearer desires, an illusion of the wearer taking the damage can be seen.
Neck: Chasable of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds +2 dice to any invocation the wearer uses, or to any spell the wearer casts that deals hit point damage. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 6,000gp]
Torso: Vest of the Master Evoker [Torso]
This black silk vest is heavy with moonstone and jacinth beadwork sewn into arcane patterns on the back. Crackling with power, a vest of the master evoker intensifies arcane evocation you use. Many an ambitious evoker sees gaining this vest as a rite of passage, much like casting his first magic missile or fireball, and among elite, it serves as an unparalleled status symbol. Three times per day, this allows your evocation to be rolled as 1d extra.
Body (Armor): Armored Ink (+13 def mundane/magical)
Enchantments:
Punishing ¤ ¤ ¤
You may add Punishing to your armored ink so that when you are attacked, you may "punish" your attacker by lashing out at them them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Comfort ☼ ☼
Armored Ink with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected.
Cloak:
Waist: Fizzwinken's Multi-Functional Utile Barrier
This +1 DEF item is basically an armored kilt, secured around the waist. It is crafted of leather, sturdy cloth, and metal scales. Once per adventure, while wearing the kilt, you may undo a single mistake you've made. For any die roll you've made, you may choose to reroll it once you see the result. You must keep the second result. Hidden beneath the leather and metal pieces of this kilt are an array of small tools and implements that allow you to use them for roguish tasks at a moment's notice. It grants a +5 to Rogue checks such as Disable Device, or Lockpicking. Once per day, the wielder may transform a one of the larger metal scales into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, or grappling hook.
Arms/Wrist: +7 Bracers (+7 def mundane/magical)
Bonus Spell
This enchantment causes an item to allow a mage to cast another spell in combat besides those already allowed. You must have Magical Affinity or Psionic Affinity to use an item with this enchantment.
Hands: Fizzwinken's Savage Thaumaturgical Bejeweled Gloves [Hand]
This set of thin, black gloves has a thin cuff of gold, and a thin red gemstone set into the palm of the right hand glove. When worn, your invocations critical at 19-20, but cannot be stacked with any other enchantment or item that improves critical. Once per day, when the gemstone in the palm is revealed, you may cast one spell without need for a save, as long as the target is equal or lower gemstone ranked as the caster.
Legs: Brand of the Red Healer [Inkantation]
Kaiken, otherwise known as the Red Healer, is a minor goddess of healing. There is a tattoo that brings the blessing of Kaiken in the form of a handprint, or fingerprint in rust-red color. This tattoo boosts the healing points of someone with Healing Affinity by 10 points per day.
Feet: Verdant Boots [Feet]
The wearer of these boots can, on command three times per day, cause an area three foot square around her feet to sprout a thick area of fruit-bearing or otherwise edible plants. These plants can grant cover to any Medium or smaller creature within the area. They also provide enough food to sustain three Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
[Worth: 1000gp]
Body Modification: Arcane Finger Sleeves [Tattoo]
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell of any type during combat.
Rings: (Up to two active)
1. Ring of Cages [Ring]
When places on the finger of a living creature, this obsidian ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
[Worth: 1,500gp]
2.
Inactive Rings
Ioun Stones
Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. Pouch of Slipsand: These tiny grains of sand are made of glass and are extremely slippery. You can use your pouch of slipsand as a ranged attack, as the slipsand bursts from the pouch it covers the ground beneath the target causing them to slip and fall, and lose one turn of combat if they fail an Acrobatics Save of DC18. One Use. [consumable]
2. Full Heal Potion 500gp
Gives a full heal on an adventure. Can be used in a hypo-pistol.
3. Albedo - Heals all negative status
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Bookplate of Recall [Can be added to a Book]
This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.
[Worth: 500gp]
Attached: Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 4,500gp]
2. Stone Golem Manual [Magic Item]
This manual gives information, incantations and magical power that assist in creating a stone golem. Once this manual is read in full, it gives the reader a +2 Strike against Stone Golems, as they know where all the weaknesses are on the creatures. This must be in one of your magical item slots to gain the bonus.
[Worth: 4,000gp]
3. Wand of Ice [Magic Item] 2d3 10 charges.
4. Blood of the Mad Cultist: This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
5. Pen of Living Parchment [Magic Item]
(Inkantation Crafter)
This golden quill is razor sharp. Someone with the crafting skill "Inkantation" can use this pen to tattoo directly onto the flesh, allowing them to ink a quick version of any tattoo listed (except Arcane Finger Sleeves), which lasts for one adventure. If this is inked during combat, it takes your full turn that round to do the inking, and the recipient's turn as well. This can be used up to three times a day, and this quick ink does not take up a loot slot.
(For instance, you could ink "Delver into Darkness" and someone would have darkvision for the whole quest. You could ink "Bamboo's Strength" and they'd have +3 Acrobatics and Escape for one quest. You could ink "Brand of the Red Healer" and someone's healing points would be boosted for one quest. You could ink "Block the Seed" and not be able to become pregnant for up to 3 hours.)
[Worth: 12,000gp]
Mundane (non-magical pack Items).
Travel Supplies: Bedroll, rations
Magical items left in storage at the Obsidian Heart Inne
Nimblestep: This well-made deep crystal shortsword (1d5) named "Nimblestep" works best in the hands of someone with Psionic Affinity. To anyone without Psionic Affinity, it is simply a shortsword. To someone with Psionic Affinity, it grants the skill "Walk the Walls" while it is being wielded, as well as the benefits of deep crystal.
[Worth: 8,500gp]
Bracers of Bioluminescence [Arms]
These violet and indigo bracers feature luminescent green gemstones, a circuit-like motif, and a small scallop shell. They appear to be fashioned from a leathery material. When worn, the wearer's hands glow with a low green light. If desired, the wearer can grant any non-magical held melee weapon prismatic energy to its attacks. The green glow transfers to the weapon while it is being used in this way. This does extra damage to creatures weak to prismatic light.
[Worth: 7,000gp]
Battlecloak of the Mitani Knight
This voluminous emerald green cloak is trimmed in gold thread, and has two clasps in the form of golden disks with the crest of the royal Mitani family, Angevin, as well as emerald chips. This cloak grants a +3 DEF, and a +1 to all saves, and allows you to store one small item in each of the clasps.
Sack of Air [Magic Item]
This sack contains meadow or sweet coastal air that can sustain a traveler high in the mountains. Inhaling its contents grants the user all the benefits of normal breathing despite the high altitude for 3 hours. It can be used once per day. The bag can be refilled by leaving it open to catch a lowland breeze.
[Worth: 1000gp]
Emerald Goblet: This appears to be a metal goblet crusted with emeralds inside and out. Any liquid put into this goblet is instantly neutralized of any poison or venom that it contains.
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 Prime
Dice: 2d91
Experience Points: 1,069
Gold: 76,425
Rezzes: 5/5
Defense DC: 16 (10 + Quickness + Glasses 1)
Defense: 20 (Mun/Mag)
Hit Points: 63 (Half Dice = 45, Intellegence (MoB) = 13, Willpower = 5)
Initiative Roll: +28 (5 QCK, 13 Presence of Mind, 10 Lightning Initiative)
Attack - Shock Blast Invocation
Attack roll: 1d20 + 13 (13 INT)
Combat Dice roll: 2d90
Damage: 1d12
Damage Bonus: +13 Intellegence + 13 Eldritch Master +5 Innate Magic + 4 Point Blank Spell + 2 Ioun Stone + 5 Finger Sleeves
Attack Specials:
Lightning Elemental
Attack - MindBlade (Paragon *2)/ Lightning Charge
Attack roll: 1d20 + 13 (13 INT)
Combat Dice roll: 2d90
Damage: 2d12
Damage Bonus: +13 Intellegence +5 Innate Magic + 4 Point Blank Spell + 2 Ioun Stone + 5 Finger Sleeves
Attack Specials:
Lightning Elemental
Once Per combat, +13 Extra damage (INT) via Spell Combatant