Post by luna on Oct 20, 2014 23:51:04 GMT -5
Name: Luna Rose Silverleaf
Screen Name: tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Primordial (free), Doxenian, Feral
Country of Origin: Witchwood, Doxenia
Font: Constantia
Font Color: Indigo
Description:
Personality:
Champion
Current Rank: Emerald Champion
Current Dice: 2d74
Current Hit Points: 37 (Half Dice = 37, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
Int= +22 (+12 QCK, +10 lightning initiative)
Physical Strike = +12 (+12 QCK,) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Ranged Strike= +14 (+12 QCK+ 2 ranger bonus)
Melee Damage = +17 Dmg + QCK (dexterous fighter, +5 Beastial fury) Bonus
Favored enemy-
(amber) Orcs +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
(shappire) Undead Corpreal- Zombies +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
Ranged Damage =+22 (+12 QCK, +3 damage Ranger bonus, +2 Weapon alteration+ 5 beastial fury) Dmg + Quickness Bonus
Favored enemy-
(amber) Orcs +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(sapphire) Undead Corpreal- Zombies +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
Magic Damage = +0 Dmg + Intelligence Bonus
Favored enemy-
(amber) Orcs +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(sapphire) Undead Corpreal- Zombies +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
Add to Spell's DC (Mages)= 12)+ Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
+2 to any saves made against magic spells (devout bonus)
+3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
(comfortable cloak)
Traits
Strength [0]
Quickness [12] (extra point flaw)
Endurance [0]
Willpower [2]
Intelligence [0]
Perception [12]
Charisma [0]
Diplomacy (CHA)= +12 (+5 Book of Jokes, +5 Alluring tongue, +2 ring of wordtwisting)
Intimidation (STR or CHA)= +2 (+2 ring of wordtwisting)
Bluff (CHA)= +2 (+2 ring of wordtwisting)
Disguise (CHA)= +0
Stealth (QCK)= +17 (12 QCK, +5 Dryad sandels)
-Forests +21 (+12 QCK, +4 Favored Terrian, +5 dryad sandals)
-Mountains +21 (+12 QCK, +4 Favored Terrian, +5 dryad sandals)
hide (QCK) = + 17 (12 QCK + 5 Shadow amour enchant)
Insight (PER)= +11 (+2 Ring of wordtwisting, +9 PER)
TALENTS
Alert
Spot [PER] = +17 (+5 Alert, +12 PER)
-Forests +21 (+5 alert, +12 PER, +4 Favored terrain,)
-Mountains +21 (+5 alert, +12 PER, +4 Favored terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Listen [PER]= +17 ( +5 Alert, +12 PER)
-Forests +21 (+5 alert, +12 PER, +4 Favored terrain)
-Mountains +21 (+5 alert, +12 PER, +4 Favored terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Athletics [QCK or END] = +17 (+5 atheltics, +12 QCK)
-Forests +21 (+5 Athletics, +12 QCK, +4 Favored Terrain)
-Mountains +21 (+5 Athletics, +12 QCK, +4 Favored Terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Climb [QCK or END] = +17 (+5 atheltics, +12 QCK)
Jump [QCK] = +17 (+5 atheltics, +12 QCK)
Swim [QCK or END] = +17 (+5 atheltics, +12 QCK)
Acrobatics [QCK] = +17 (+12 QCK, +5 Acrobatics)
Tumble [QCK]= +17 (+12 QCK, +5 Acrobatics)
Balance [QCK]= +16 (+11 QCK, +5 Acrobatics)
Gather Info [CHA] = +0
Knowledge [INT]= +0
Ride [QCK] =+12 (12 QCK )
Handle Animal [CHA] = +0
Nature [INT] = +0
-Forests +4 (favored Terrain)
-Mountians +4 (favored Terrain)
-Tundra +4 (favored terrain)
Use Object [QCK]= +12 (12 QCK )
Rogue Talents
Disable Traps [QCK] +12 QCK
Lockpicking [QCK] +12 QCK
Thievery [QCK] +12 QCK
Locate Traps [PER] + 12 (+9 PER)
Escape [QCK] - +17 (+5 Grease Enchant Amour, +12 QCK)
Sleight of Hand [QCK] - +12 QCK
This allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Appraise [PER] - +12 PER
Figuring out what something is worth, if it's a forgery, etc.
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Ranger
Profession Bonus: Profession Bounus: Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
Secondary Class: Devout
Class Bonus: Devout 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.
Secondary Profession:
Profession Bonus:
Race: Moon fey
Racial Weakness (if applicable): fire (double damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Lunar Born
(racial) Scent
(racial) Shapeshifting
(combat) Combat Affinity
(combat skill free) Extra 1d 1/combat
(flaw) Healing Affinity
(crystal) Clawstrike
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Bestial Fury
(topaz) Dextorious fighter
(topaz) Combat Marksmen
(topaz) Darksight
(free ranger skill) Communue with nature
(ranger bonus) Low-light vision
(ranger bonus) Silent Tracker
(amber) Agile Athlete
(amber) Many Shot- 2 arrows one turn
(amber) Ranger bond- Gyrfalcon- Snowflake
(free skill adventure reward)"Many Eyes of Vessnelshvarss" - Vess the Corpsespinner resides on the Astral Plane, and because you all helped her, she is often watching out for you. Once a week, while on an adventure, she will appear out of the astral plane suddenly, and take half of the damage of any magical or mundane attack upon you, then quickly disappear again- (1/2 damage evade)
(sapphire) Oaken Strength
(sapphire) Hidden Sniper
(sapphire) Weapon Alteration
(Item Skill) Darkvision (Cats eye crown)
(ranger bounus) Low-light vision
(emerald) Disabling Strike
(emerald) Meteor Shot
(emerald) Favored Enemy
(flavor crystal) Ear to the ground
(flavor crystal) Alluring Tongue
(flavor crystal) Lightning Initiative
(flavor topaz) Tree Stride
(flavor amber) Beastspeak
(flavor sapphire) Favored Terrian- A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank.
Terrains: Aquatic, Desert, Underground, Forests, Hills, Marshes and Swamps, Mountains, Plains, Cities, Tundra
- Forests (amber)
- Mountains (sapphire)
- Tundra (emerald)
(flavor emerald) Camouflage
Flaws
Flaw 1: Code of honor
Flaw 2: Distinctive- Crescent moon shape in middle of her forehead
Flaw 3: Love of Nature
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Animal Companion (Ranger Bond)- Gyrfalcon- Snowflake
Current Rank: Sapphire Adept
Current Dice: 2d65 (companion boon +5 dice)
Current Hit Points: 42 (10 hp from collar) (Half Dice = 32, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 21 (10 + 11 QCK quickness)
Int= +22 (+12 QCK, +10 lightning initiative)
Physical Strike = +12 QCK 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 Dmg + QCK (dexterous fighter) Bonus
Tiny (Windling, Faerie) +12 (+12 QCK, +0)
Small (Gnome, Halfling, Faerie Dragon) +13 (+12 QCK, +1)
Medium (Almost all races in OH) +14 (+12 QCK, +2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +15 (+12 QCK, +3)
Huge (Some Dragons, Triceratops) +16 (+12 QCK, +4)
Gargantuan (Most Dragons, Kraken) +17 (+12 QCK, +5)
Colossal (Elder Titan, Stone Colossus) +18 (+12 QCK, +6)
Titanic (Anything bigger than Colossal) +19 (+12 QCK, +7)
Ranged Damage = +12 QCK Dmg + Quickness Bonus
Tiny (Windling, Faerie) +12 QCK
Small (Gnome, Halfling, Faerie dragon) +13 (12 QCK +1)
Medium (Almost all races in OH) +14 (12 QCK + 2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +15 (12 QCK +3)
Huge (Some Dragons, Triceratops) +16 (12 QCK +4)
Gargantuan (Most Dragons, Kraken) +17 (12 QCK +5)
Colossal (Elder Titan, Stone Colossus) +18 (12 QCK +6)
Titanic (Anything bigger than Colossal) +19 (12 QCK +7)
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 12)+ +4 INT +16 Intelligence Bonus
Save agst Magic = +3 (iron will) 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [4]
Perception [4]
Charisma [0]
Skills
Diplomacy (CHA)= +0
Intimidation (STR or CHA)= +0
Bluff (CHA)= +0
Disguise (CHA)= +0
Stealth (QCK)= +11 QCK
Insight (PER)= +0 (per)
TALENTS
Alert
Spot [PER] = +5 (+5 Alert)
Listen [PER]= +5 ( +5 Alert)
athletics [STR or END] = +0
Climb [STR or END] = +0
Jump [STR] = +0
Swim [STR or END] = +0
Acrobatics [QCK] = +11 QCK
Tumble [QCK]= +11 QCK
Balance [QCK]= +11 QCK
Gather Info [CHA] = +0
Knowledge [INT]= +4 (4 INT)
Ride [QCK] = +11 QCK
Handle Animal [CHA] = +0
Nature [INT] = +4 (4 INT)
Use Object [QCK]= +11 QCK
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
Second class:
Sneaky : Bonus - A companion trained to be sneaky knows the commands Detect, Alert, Sneak and Fetch.
[Sneaky companions are trained in rogue-like skills, and are skilled in stealth and ambush.]
Non-essential Commands: By having an animal companion you may teach them any number of non-essential commands without need of any special skill. Non-essential commands are those such as "stop", "heel", "fetch", "roll over", "stay".
-Come: The animal comes to you, even if it normally would not do so.
-Fetch: The animal goes and gets something for you.
-Heel: The animal follows you closely, even to places where it normally wouldn’t go.
-Perform: Things like Roll Over, Shake Hands, Dance, Speak.
-Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
-Work: The animal pulls or pushes a medium or heavy load.
-Stop: The animal stops what it is doing immediately.
Essential Commands: By taking the Animal Companion or a Familiar Skill, you may teach your animal as many essential commands as their Intelligence Bonus +1. This means all Animal Companions or Familiars will know at least one essential commands. If you wish to teach them more essential commands, you will either have to take the Animal Training skill, or pay someone to train your animal who has the Animal Training skill.
Essential Commands (4 int+1 base) 2 per gemstone rank
Combat bonus
1. Attack
2. Down
3. Stay
4. Subdue
Base Commands 4 INT +1
5. Alert
6. atttack advanced
7. Bombard
8. Deliver
Extra Commands - 2 per gemstone rank
9. Seek (crystal)
10. Home (crystal)
11. Carry message (topaz)
12. Circle (topaz)
13. Amour (amber)
14. Ambush (amber)
15. (sapphire)
16. (sapphire)
Skills and Flavors (8 skills, 4 flavor base)
1. Companion Boon (crystal)
2. Extra Commands (crystal)
3. Alert (crystal)
4. Iron Will +3 WPL (crystal)
5. Flyby Attack ((crystal)
6. Dive Attack (topaz)
7. Clawstrike (topaz)
8. Fearless (topaz)
9. Silver Claw (Companion Bonus skill)
10. Dexterous Fighter (amber)
11. Colossus Hunter (amber)
12. Disarm (amber)
13. Two-handed Tech (sapphire)
14. Protective talons (sapphire)
15. Rend (sapphire)
16. Bonded (companion bonus skill-second class)
Flavor 1: Winter Child (Crystal)
Flavor 2: Intimidating (Crystal)
Flavor 3: Lightning Initiative (Crystal)
Flavor 4: Long-Life (topaz)
Flavor 5: Eyes of the raptor -can see far away as if 20 yards away for:
-1 mile (crystal)
-2 miles (topaz)
-3 miles (amber)
Flavor 6: Scent
ITEM SLOTS
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: A Gyrfalcon sized collar with pendant clasp. The clasp has a golden sun symbol while the collar section is made of strong vines, entwined together. (This item grants +10 HP, and +7 def magical and mundane, combining an Amulet of Health and Amulet of Defense).
Barding: Armor if animal knows Armor Command
Body: Horse Blanket, Vest, etc
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.
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Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Beguiling Ranged Penetration Unit (Recurve Weapon alteration)
(2d5)
This wooden longbow's riser is a deep blue, and when the bowstring is pulled back, white arrows with silver fletching appear ready to be fired. This longbow does 2d5 damage (adjust according to size of user per size rules). Once per combat, you may choose to instead have a blue arrow appear, which does no damage if you hit the target but if they fail a DC15 Endurance Save, they fall asleep for one round of combat.
Secondary Weapon: Longsword 1d6
Ranged Weapon: Fizzwinken's Beguiling Ranged Penetration Unit
(2d5)
This wooden longbow's riser is a deep blue, and when the bowstring is pulled back, white arrows with silver fletching appear ready to be fired. This longbow does 2d5 damage (adjust according to size of user per size rules). Once per combat, you may choose to instead have a blue arrow appear, which does no damage if you hit the target but if they fail a DC15 Endurance Save, they fall asleep for one round of combat.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: - Shield of Dragonfire [Shield] ☼ ☼ ☼
This large disc shaped heavy steel shield (+5 DEF) has a ornate gold dragon head upon the face with its mouth agape. The dragon has the ability to breathe fire from it's mouth upon the front doing +5 Damage when it is used. You may use this as many times per combat as your gemstone rank. So, a Crystal can use it once per combat. An Amber, three times per combat.
[Worth: 7,000gp]
Head: Fizzwinken's Fulgurate Repulsive Guardian Unit
This steel and leather helm covers the wearer's entire face, and is highly decorated with gold dragon figurals, paint, feathers, insect wings, and gator teeth. A large fire opal glints from its place between and above the eyes. It grants a +5 DEF, and has the added ability to allow the wearer to breath fire from its mouth doing an extra +5 damage if the attack hits. You may use this fire breath as many times per combat as your gemstone rank (so crystal can use it once, etc). Just viewing this mask creates fear and dread, enemies must roll a Willpower DC15 save and if they fail their save are struck with fear and cannot take action for one round. This can be used once per combat, and only on bosses if the DM agrees.
Face:
Neck: Beastfriend Collar [Magic Item] or [Neck]
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
Torso: Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Body (Armor): Blueice Traveler's Plate + 22 Def +13 magical def (Def Cap 30, no penalty, 16 QCK cap) 17,000 gp, 21 CP
BlueIce: Weighs half as much as metal and retains a freezing temperature. Must have cold immunity to wear. Armor is considered one level lower as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of blueice which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded (+13 def magical)This armour has Magically Warding (Def Vs. Magic +13, (Magically Warded 8,000gp | 200gp | 16CP This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!)
Shadow (3,000gp | 750gp | 6CP ☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks) upon it (talk about "Black Ice").
Ethereal 6,000gp | 1,500gp | 12CP ☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons),
Shifter 1,000gp | 250gp | 2CP ☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting) and is slick as ice, being made from the coloured BlueIce
Grease 500gp | 125gp | 1CP ☼
Armor that has Grease upon it is always slick and gives a +5 against any checks to escape from binds and chains).
Cloak: Comfortable Cloak [Cloak]
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: 38. Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
[Worth: 6,500gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet:
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Dryad Sandals [Feet]
These sandals are woven from grass, lengths of pliant vine, living leaves, and supple bark. In forest terrain, the wearer leaves no tracks or scent and gains a +5 bonus on Stealth checks. The wearer can move through natural undergrowth without impediment or harm, and once per day she may step inside a tree and remain there for up to 9 hours, or teleport to a similar tree within range, as tree stride but allowing only one single teleport.
[Worth: 5,000gp]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Ring of Wordtwisting [Ring]
This ring gives a +2 to Insight, Bluff and Diplomacy. If worn by someone with orc blood such as a half-orc, the bonus increases to +4.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. (1) Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
2. (1) Potion of Waterbreathing: This potion allows you to breathe underwater for 30 minutes.
3. -Toxin Sponge [Consumable]
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. (2 Sponges)
4. 1 Animal Senses Potion
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Cat's Eye Crown [Head]
When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown’s wearer gains the benefit of the clairaudience/clairvoyance spell, but uses the cat’s eye gemstone as that spell’s sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
[Worth: 4,000 gp]
2. 71. Book of 10,000 Jokes [Book]
This small, weathered journal contains 10,000 jokes that change to be perfectly suited for particular audiences. The book grants its owner a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, once per day the book can be used to cast a laughter effect on one target (Willpower DC15 negates) causing them to continuously laugh and lose one turn of combat (or be unable to do anything but laugh for up to 2 minutes outside of combat). The perfect joke only works once on any given target.
[Worth: 4,000gp]
3. Boots of Lavawalking [Feet]
These black and red leather boots are stiff and somewhat uncomfortable to wear. The soles of the boots are made of some sort of strange, red, glasslike substance that is much stronger than steel yet still somewhat flexible. Boots of lavawalking allow the wearer to walk over liquid surfaces such as water. The boots also grant a resistance to fire, which is enough to allow the wearer to ignore damage from contact with lava and therefore allowing the wearer to tread upon molten rock with comfort and ease but does not give the person immunity to fire or any fire defense against attacks.
[Worth: 6,500gp]
4. Ioun Stone (dark blue rhomboid) [Magic Item]
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
5. -Quietus [Weapon] ☼ ☼ ☼ ☼
(Priest Profession Focus)
This 1d6 longsword is enchanted with Baneful (Undead - extra 1d5), as well as Phantom (strike incorporeal), making it a powerful weapon against the undead. The bearer cannot be turned undead, and if you are a Priest Profession, your boost to Divine Turning is now +5.
Private stash
Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
Mundane (non-magical pack Items)
-Rosetta (500gp)
- Fire Opal (1000gp)
-Pellet Crossbeaux - This small crossbow 1d5 has a small pocket in the bowstring for firing sling ammunition (pellets, small rocks, etc). It can be used one handed.
LARGE SIZE Leather Greaves +3 DEF
Peridot (50gp)
-Winterstone (10gp)
Moonstone (50gp)
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 50
Height: 6'0"
Weight: 130 Lbs
Hair: Silver
Eyes: Silver
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Primordial (free), Doxenian, Feral
Country of Origin: Witchwood, Doxenia
Font: Constantia
Font Color: Indigo
Description:
Personality:
Champion
Current Rank: Emerald Champion
Current Dice: 2d74
Current Hit Points: 37 (Half Dice = 37, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
Int= +22 (+12 QCK, +10 lightning initiative)
Physical Strike = +12 (+12 QCK,) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Ranged Strike= +14 (+12 QCK+ 2 ranger bonus)
Melee Damage = +17 Dmg + QCK (dexterous fighter, +5 Beastial fury) Bonus
Favored enemy-
(amber) Orcs +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
(shappire) Undead Corpreal- Zombies +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +22 (+12 QCK+ 5 Beastial fury, +5 Favored enemy)
Ranged Damage =+22 (+12 QCK, +3 damage Ranger bonus, +2 Weapon alteration+ 5 beastial fury) Dmg + Quickness Bonus
Favored enemy-
(amber) Orcs +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(sapphire) Undead Corpreal- Zombies +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
Magic Damage = +0 Dmg + Intelligence Bonus
Favored enemy-
(amber) Orcs +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(sapphire) Undead Corpreal- Zombies +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
(emerald) Undead Incorpreal- Ghosts, Shades, Wraiths +27 (+12 QCK+ 5 Beastial fury, +5 Favored enemy, +3 ranger bonus, +2 weapons alteration)
Add to Spell's DC (Mages)= 12)+ Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
+2 to any saves made against magic spells (devout bonus)
+3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
(comfortable cloak)
Traits
Strength [0]
Quickness [12] (extra point flaw)
Endurance [0]
Willpower [2]
Intelligence [0]
Perception [12]
Charisma [0]
Diplomacy (CHA)= +12 (+5 Book of Jokes, +5 Alluring tongue, +2 ring of wordtwisting)
Intimidation (STR or CHA)= +2 (+2 ring of wordtwisting)
Bluff (CHA)= +2 (+2 ring of wordtwisting)
Disguise (CHA)= +0
Stealth (QCK)= +17 (12 QCK, +5 Dryad sandels)
-Forests +21 (+12 QCK, +4 Favored Terrian, +5 dryad sandals)
-Mountains +21 (+12 QCK, +4 Favored Terrian, +5 dryad sandals)
hide (QCK) = + 17 (12 QCK + 5 Shadow amour enchant)
Insight (PER)= +11 (+2 Ring of wordtwisting, +9 PER)
TALENTS
Alert
Spot [PER] = +17 (+5 Alert, +12 PER)
-Forests +21 (+5 alert, +12 PER, +4 Favored terrain,)
-Mountains +21 (+5 alert, +12 PER, +4 Favored terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Listen [PER]= +17 ( +5 Alert, +12 PER)
-Forests +21 (+5 alert, +12 PER, +4 Favored terrain)
-Mountains +21 (+5 alert, +12 PER, +4 Favored terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Athletics [QCK or END] = +17 (+5 atheltics, +12 QCK)
-Forests +21 (+5 Athletics, +12 QCK, +4 Favored Terrain)
-Mountains +21 (+5 Athletics, +12 QCK, +4 Favored Terrain)
- Tundra +21 (+5 alert, +12 PER, +4 Favored terrain)
Climb [QCK or END] = +17 (+5 atheltics, +12 QCK)
Jump [QCK] = +17 (+5 atheltics, +12 QCK)
Swim [QCK or END] = +17 (+5 atheltics, +12 QCK)
Acrobatics [QCK] = +17 (+12 QCK, +5 Acrobatics)
Tumble [QCK]= +17 (+12 QCK, +5 Acrobatics)
Balance [QCK]= +16 (+11 QCK, +5 Acrobatics)
Gather Info [CHA] = +0
Knowledge [INT]= +0
Ride [QCK] =+12 (12 QCK )
Handle Animal [CHA] = +0
Nature [INT] = +0
-Forests +4 (favored Terrain)
-Mountians +4 (favored Terrain)
-Tundra +4 (favored terrain)
Use Object [QCK]= +12 (12 QCK )
Rogue Talents
Disable Traps [QCK] +12 QCK
Lockpicking [QCK] +12 QCK
Thievery [QCK] +12 QCK
Locate Traps [PER] + 12 (+9 PER)
Escape [QCK] - +17 (+5 Grease Enchant Amour, +12 QCK)
Sleight of Hand [QCK] - +12 QCK
This allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Appraise [PER] - +12 PER
Figuring out what something is worth, if it's a forgery, etc.
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Ranger
Profession Bonus: Profession Bounus: Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
Secondary Class: Devout
Class Bonus: Devout 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.
Secondary Profession:
Profession Bonus:
Race: Moon fey
Racial Weakness (if applicable): fire (double damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Lunar Born
(racial) Scent
(racial) Shapeshifting
(combat) Combat Affinity
(combat skill free) Extra 1d 1/combat
(flaw) Healing Affinity
(crystal) Clawstrike
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Bestial Fury
(topaz) Dextorious fighter
(topaz) Combat Marksmen
(topaz) Darksight
(free ranger skill) Communue with nature
(ranger bonus) Low-light vision
(ranger bonus) Silent Tracker
(amber) Agile Athlete
(amber) Many Shot- 2 arrows one turn
(amber) Ranger bond- Gyrfalcon- Snowflake
(free skill adventure reward)"Many Eyes of Vessnelshvarss" - Vess the Corpsespinner resides on the Astral Plane, and because you all helped her, she is often watching out for you. Once a week, while on an adventure, she will appear out of the astral plane suddenly, and take half of the damage of any magical or mundane attack upon you, then quickly disappear again- (1/2 damage evade)
(sapphire) Oaken Strength
(sapphire) Hidden Sniper
(sapphire) Weapon Alteration
(Item Skill) Darkvision (Cats eye crown)
(ranger bounus) Low-light vision
(emerald) Disabling Strike
(emerald) Meteor Shot
(emerald) Favored Enemy
(flavor crystal) Ear to the ground
(flavor crystal) Alluring Tongue
(flavor crystal) Lightning Initiative
(flavor topaz) Tree Stride
(flavor amber) Beastspeak
(flavor sapphire) Favored Terrian- A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank.
Terrains: Aquatic, Desert, Underground, Forests, Hills, Marshes and Swamps, Mountains, Plains, Cities, Tundra
- Forests (amber)
- Mountains (sapphire)
- Tundra (emerald)
(flavor emerald) Camouflage
Flaws
Flaw 1: Code of honor
Flaw 2: Distinctive- Crescent moon shape in middle of her forehead
Flaw 3: Love of Nature
------------------------------------------------------------------------------------------------------------------------------
Animal Companion (Ranger Bond)- Gyrfalcon- Snowflake
Current Rank: Sapphire Adept
Current Dice: 2d65 (companion boon +5 dice)
Current Hit Points: 42 (10 hp from collar) (Half Dice = 32, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 21 (10 + 11 QCK quickness)
Int= +22 (+12 QCK, +10 lightning initiative)
Physical Strike = +12 QCK 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 Dmg + QCK (dexterous fighter) Bonus
Tiny (Windling, Faerie) +12 (+12 QCK, +0)
Small (Gnome, Halfling, Faerie Dragon) +13 (+12 QCK, +1)
Medium (Almost all races in OH) +14 (+12 QCK, +2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +15 (+12 QCK, +3)
Huge (Some Dragons, Triceratops) +16 (+12 QCK, +4)
Gargantuan (Most Dragons, Kraken) +17 (+12 QCK, +5)
Colossal (Elder Titan, Stone Colossus) +18 (+12 QCK, +6)
Titanic (Anything bigger than Colossal) +19 (+12 QCK, +7)
Ranged Damage = +12 QCK Dmg + Quickness Bonus
Tiny (Windling, Faerie) +12 QCK
Small (Gnome, Halfling, Faerie dragon) +13 (12 QCK +1)
Medium (Almost all races in OH) +14 (12 QCK + 2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +15 (12 QCK +3)
Huge (Some Dragons, Triceratops) +16 (12 QCK +4)
Gargantuan (Most Dragons, Kraken) +17 (12 QCK +5)
Colossal (Elder Titan, Stone Colossus) +18 (12 QCK +6)
Titanic (Anything bigger than Colossal) +19 (12 QCK +7)
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 12)+ +4 INT +16 Intelligence Bonus
Save agst Magic = +3 (iron will) 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [4]
Perception [4]
Charisma [0]
Skills
Diplomacy (CHA)= +0
Intimidation (STR or CHA)= +0
Bluff (CHA)= +0
Disguise (CHA)= +0
Stealth (QCK)= +11 QCK
Insight (PER)= +0 (per)
TALENTS
Alert
Spot [PER] = +5 (+5 Alert)
Listen [PER]= +5 ( +5 Alert)
athletics [STR or END] = +0
Climb [STR or END] = +0
Jump [STR] = +0
Swim [STR or END] = +0
Acrobatics [QCK] = +11 QCK
Tumble [QCK]= +11 QCK
Balance [QCK]= +11 QCK
Gather Info [CHA] = +0
Knowledge [INT]= +4 (4 INT)
Ride [QCK] = +11 QCK
Handle Animal [CHA] = +0
Nature [INT] = +4 (4 INT)
Use Object [QCK]= +11 QCK
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack, Down, Stay, Subdue.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
Second class:
Sneaky : Bonus - A companion trained to be sneaky knows the commands Detect, Alert, Sneak and Fetch.
[Sneaky companions are trained in rogue-like skills, and are skilled in stealth and ambush.]
Non-essential Commands: By having an animal companion you may teach them any number of non-essential commands without need of any special skill. Non-essential commands are those such as "stop", "heel", "fetch", "roll over", "stay".
-Come: The animal comes to you, even if it normally would not do so.
-Fetch: The animal goes and gets something for you.
-Heel: The animal follows you closely, even to places where it normally wouldn’t go.
-Perform: Things like Roll Over, Shake Hands, Dance, Speak.
-Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
-Work: The animal pulls or pushes a medium or heavy load.
-Stop: The animal stops what it is doing immediately.
Essential Commands: By taking the Animal Companion or a Familiar Skill, you may teach your animal as many essential commands as their Intelligence Bonus +1. This means all Animal Companions or Familiars will know at least one essential commands. If you wish to teach them more essential commands, you will either have to take the Animal Training skill, or pay someone to train your animal who has the Animal Training skill.
Essential Commands (4 int+1 base) 2 per gemstone rank
Combat bonus
1. Attack
2. Down
3. Stay
4. Subdue
Base Commands 4 INT +1
5. Alert
6. atttack advanced
7. Bombard
8. Deliver
Extra Commands - 2 per gemstone rank
9. Seek (crystal)
10. Home (crystal)
11. Carry message (topaz)
12. Circle (topaz)
13. Amour (amber)
14. Ambush (amber)
15. (sapphire)
16. (sapphire)
Skills and Flavors (8 skills, 4 flavor base)
1. Companion Boon (crystal)
2. Extra Commands (crystal)
3. Alert (crystal)
4. Iron Will +3 WPL (crystal)
5. Flyby Attack ((crystal)
6. Dive Attack (topaz)
7. Clawstrike (topaz)
8. Fearless (topaz)
9. Silver Claw (Companion Bonus skill)
10. Dexterous Fighter (amber)
11. Colossus Hunter (amber)
12. Disarm (amber)
13. Two-handed Tech (sapphire)
14. Protective talons (sapphire)
15. Rend (sapphire)
16. Bonded (companion bonus skill-second class)
Flavor 1: Winter Child (Crystal)
Flavor 2: Intimidating (Crystal)
Flavor 3: Lightning Initiative (Crystal)
Flavor 4: Long-Life (topaz)
Flavor 5: Eyes of the raptor -can see far away as if 20 yards away for:
-1 mile (crystal)
-2 miles (topaz)
-3 miles (amber)
Flavor 6: Scent
ITEM SLOTS
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: A Gyrfalcon sized collar with pendant clasp. The clasp has a golden sun symbol while the collar section is made of strong vines, entwined together. (This item grants +10 HP, and +7 def magical and mundane, combining an Amulet of Health and Amulet of Defense).
Barding: Armor if animal knows Armor Command
Body: Horse Blanket, Vest, etc
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.
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Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Beguiling Ranged Penetration Unit (Recurve Weapon alteration)
(2d5)
This wooden longbow's riser is a deep blue, and when the bowstring is pulled back, white arrows with silver fletching appear ready to be fired. This longbow does 2d5 damage (adjust according to size of user per size rules). Once per combat, you may choose to instead have a blue arrow appear, which does no damage if you hit the target but if they fail a DC15 Endurance Save, they fall asleep for one round of combat.
Secondary Weapon: Longsword 1d6
Ranged Weapon: Fizzwinken's Beguiling Ranged Penetration Unit
(2d5)
This wooden longbow's riser is a deep blue, and when the bowstring is pulled back, white arrows with silver fletching appear ready to be fired. This longbow does 2d5 damage (adjust according to size of user per size rules). Once per combat, you may choose to instead have a blue arrow appear, which does no damage if you hit the target but if they fail a DC15 Endurance Save, they fall asleep for one round of combat.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: - Shield of Dragonfire [Shield] ☼ ☼ ☼
This large disc shaped heavy steel shield (+5 DEF) has a ornate gold dragon head upon the face with its mouth agape. The dragon has the ability to breathe fire from it's mouth upon the front doing +5 Damage when it is used. You may use this as many times per combat as your gemstone rank. So, a Crystal can use it once per combat. An Amber, three times per combat.
[Worth: 7,000gp]
Head: Fizzwinken's Fulgurate Repulsive Guardian Unit
This steel and leather helm covers the wearer's entire face, and is highly decorated with gold dragon figurals, paint, feathers, insect wings, and gator teeth. A large fire opal glints from its place between and above the eyes. It grants a +5 DEF, and has the added ability to allow the wearer to breath fire from its mouth doing an extra +5 damage if the attack hits. You may use this fire breath as many times per combat as your gemstone rank (so crystal can use it once, etc). Just viewing this mask creates fear and dread, enemies must roll a Willpower DC15 save and if they fail their save are struck with fear and cannot take action for one round. This can be used once per combat, and only on bosses if the DM agrees.
Face:
Neck: Beastfriend Collar [Magic Item] or [Neck]
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
Torso: Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Body (Armor): Blueice Traveler's Plate + 22 Def +13 magical def (Def Cap 30, no penalty, 16 QCK cap) 17,000 gp, 21 CP
BlueIce: Weighs half as much as metal and retains a freezing temperature. Must have cold immunity to wear. Armor is considered one level lower as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of blueice which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded (+13 def magical)This armour has Magically Warding (Def Vs. Magic +13, (Magically Warded 8,000gp | 200gp | 16CP This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!)
Shadow (3,000gp | 750gp | 6CP ☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks) upon it (talk about "Black Ice").
Ethereal 6,000gp | 1,500gp | 12CP ☼ ☼
This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons),
Shifter 1,000gp | 250gp | 2CP ☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting) and is slick as ice, being made from the coloured BlueIce
Grease 500gp | 125gp | 1CP ☼
Armor that has Grease upon it is always slick and gives a +5 against any checks to escape from binds and chains).
Cloak: Comfortable Cloak [Cloak]
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: 38. Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
[Worth: 6,500gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet:
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Dryad Sandals [Feet]
These sandals are woven from grass, lengths of pliant vine, living leaves, and supple bark. In forest terrain, the wearer leaves no tracks or scent and gains a +5 bonus on Stealth checks. The wearer can move through natural undergrowth without impediment or harm, and once per day she may step inside a tree and remain there for up to 9 hours, or teleport to a similar tree within range, as tree stride but allowing only one single teleport.
[Worth: 5,000gp]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Ring of Wordtwisting [Ring]
This ring gives a +2 to Insight, Bluff and Diplomacy. If worn by someone with orc blood such as a half-orc, the bonus increases to +4.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. (1) Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
2. (1) Potion of Waterbreathing: This potion allows you to breathe underwater for 30 minutes.
3. -Toxin Sponge [Consumable]
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. (2 Sponges)
4. 1 Animal Senses Potion
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Cat's Eye Crown [Head]
When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown’s wearer gains the benefit of the clairaudience/clairvoyance spell, but uses the cat’s eye gemstone as that spell’s sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
[Worth: 4,000 gp]
2. 71. Book of 10,000 Jokes [Book]
This small, weathered journal contains 10,000 jokes that change to be perfectly suited for particular audiences. The book grants its owner a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, once per day the book can be used to cast a laughter effect on one target (Willpower DC15 negates) causing them to continuously laugh and lose one turn of combat (or be unable to do anything but laugh for up to 2 minutes outside of combat). The perfect joke only works once on any given target.
[Worth: 4,000gp]
3. Boots of Lavawalking [Feet]
These black and red leather boots are stiff and somewhat uncomfortable to wear. The soles of the boots are made of some sort of strange, red, glasslike substance that is much stronger than steel yet still somewhat flexible. Boots of lavawalking allow the wearer to walk over liquid surfaces such as water. The boots also grant a resistance to fire, which is enough to allow the wearer to ignore damage from contact with lava and therefore allowing the wearer to tread upon molten rock with comfort and ease but does not give the person immunity to fire or any fire defense against attacks.
[Worth: 6,500gp]
4. Ioun Stone (dark blue rhomboid) [Magic Item]
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
5. -Quietus [Weapon] ☼ ☼ ☼ ☼
(Priest Profession Focus)
This 1d6 longsword is enchanted with Baneful (Undead - extra 1d5), as well as Phantom (strike incorporeal), making it a powerful weapon against the undead. The bearer cannot be turned undead, and if you are a Priest Profession, your boost to Divine Turning is now +5.
Private stash
Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
Mundane (non-magical pack Items)
-Rosetta (500gp)
- Fire Opal (1000gp)
-Pellet Crossbeaux - This small crossbow 1d5 has a small pocket in the bowstring for firing sling ammunition (pellets, small rocks, etc). It can be used one handed.
LARGE SIZE Leather Greaves +3 DEF
Peridot (50gp)
-Winterstone (10gp)
Moonstone (50gp)
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 50
Height: 6'0"
Weight: 130 Lbs
Hair: Silver
Eyes: Silver
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)