Post by rageofnocturne@aol.com on Dec 15, 2014 0:58:51 GMT -5
Lorcan Fayden/ Ruby Captain/ 2d13/ HP-50/ DC-21/ Self Heal- 26/ Heal others- 26/ Support/ Noble/ Combat/Fighter/ Flaws: Magically Inept, Cruel, Distinctive/ Weakness: Electricity//
------------------------------------------------
Name:
Lorcan Murdough Fayden
Screen Name:
rageofnocturne@aol.com
Alignment:
Neutral
Languages:
Common, Draconic, Celestial, Castillon, Shalott, Elven, Dwarven, Picto, Runin, Sylvan
Country of Origin:
Shalott (Clann Fayden)
Description:
Personality:
Current Rank:
Ruby Captain
Current Dice:
2d13
Current Hit Points:
50 ( Base 35 + end 5 + will +diehard)
Defense DC:
22 -1 large size= 21
Total Def:
30 mundane 28 magical
Total Dmg:
27 (+24 two handed weapon +3 fighters weapon)
17 shifted (12 str +5 bestial)
32 warform(24 two handed +5 bestial +3 fighters weapon)
Total Strike: 15 (12 qck +3 fighters weapon)
Traits
Strength [12]
Quickness [12]
Endurance [5]
Willpower [0]
Intelligence [0]
Perception [2]
Charisma [0]
Bonus Trait Points: 1 Str- Flaw
Talents: +14 diplomacy +19 diplomacy with bribe, +13 spot +7 listen, +1 insight, Pass 1 Listen/day
Primary Class:Support
Class Bonus:You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Primary Profession:Noble
Profession Bonus:"Noble Bearing" Those choosing the Noble profession have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Free Skills: Combat Affinity
Secondary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Race: Dragon (Battle Dragon)
Racial Weakness (if applicable):Electrical, Lightning
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Dragon Breath (Sonic cone)- unlimited 2d3 dragon breath attack
Racial Skill:Darksight- can see 60 feet in dark
Racial Skill:Concussive Breath : When you use your breath weapon, you have the ability to stun your opponent as well as damage them. They must pass an Endurance check of 10+ your gemstone level (such as Topaz would be 12, Amber would be 13), if they fail then they not only take damage but are stunned and unable to react for as many rounds as allowed by rank. A save is given for each round. This can be used once per combat.
Flavor: Shapeshifting- can take human, were or full forms.
Flavor:Underwater Breather- can breath underwater.
Flavor:Polyglot - Every gemstone rank you achieve, you may choose 1 new language that you speak, read, and write. This is a retroactive skill, so you may take as many languages as your rank no matter when you take it.
1.Bestial Fury- +5 dmg in war or full form.
2.Big Enough : You are able to wield a two-handed weapon for one of your dual-wield weapons. This is an innate skill. (works with Einhander)
3.Alert-+5 spot & listen
4.Diehard- +5 hp
5.Flyby Attack- attack twice must make strike both times.
6. (support) Healing Affinity- 22
7. (support) Self Healing- 22
8. (Flaws) Rezz the Dead- can bring the dead back to life.
9.(topaz)Combat Marksman- able to use ranged without hitting allies.
10.(topaz)Breathtwist: You are able to change the nature of your energy breath weapon to deal a different type of energy for one round of combat. For instance, if your breath weapon is acid, you could change it to cold, electricity, fire, sonic, etc for one round. All other parameters of your breath weapon remain unchanged.
11.(topaz) Elusive Dance- Your training in dance allows you to mirror and anticipate an opponent's moves,
granting you +3 mundane defense throughout the combat. At Emerald, it improves
to +4, at Obsidian to +5, and at Diamond to +6 DEF. This is a constant skill.
12.(t.flavor) Exceptional Breeding-The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
13.(noble) Midas Touch - Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
14. (a.flavor) You're Shitting Me!- This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
15.(amber) Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength (or QCK if Dex Fighter) bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is a constant skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
16.(amber) Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to
force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
17.(amber) Einhander: You have chosen to use a one-handed weapon, with nothing in your off hand. If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander skill grants you access to three special tactics, you may choose ONE of these three tactics to use once per combat (or as stated, since if you choose Narrow Profile it has unlimited use).
Narrow Profile: You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 bonus to your Defense DC if you choose to defend yourself (or others) during a round of combat. You cannot make any attacks this round, but you may defend yourself including evades, reflects, and other defensive moves. There is no limit on how many rounds you may use this tactic as long as you are not making any attacks.
Off-Hand Balance: You use your off hand to balance yourself while fighting. After you successfully strike an opponent, you may evade any attacks from that opponent for one round of combat. When you flip and roll out of harm's way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe.
Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this tactic, you gain an extra 1d to your weapon dice, so for instance a sword that does 1d6, will now do 2d6 damage.
18. (s. flavor)Eloquent Bargainer : Getting permission to enter treasure-laden ruins sometimes requires talking to the right people and handing around a few coins for bribes, “finder’s fees,” and so on. This skill allows you to know which palms to grease and what promises to make, gaining a +5 to Diplomacy Checks when you offer an appropriate bribe (minimum 10gp).
19. (sapphire)Healing Shift: When you shift from one form to another, you are able to heal yourself of all damage, once per day.
20. (sapphire)Stronghold: By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
21. (sapphire)Patents of Nobility: These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat (such as a spar or challenge) in your place, but you may not join the one-on-one combat if you elect to use your bodyguard. You do gain any rewards for the combat (such as xp, badges, etc).
You may attend adventures with your bodyguard at your side so they can be involved in protecting you, or even send them in your place, while you reap the rewards of XP, GP and even loot when it is over. If you are physically on the mission, you may fight alongside your bodyguard, but if you choose to stand back and let your bodyguard fight be aware you may still be targeted by the enemies!
*At Topaz Rank, the noble gains a Manservant or Lady's Maid (NPC) that wears the livery of the noble house and accompanies the noble at all times, able to run errands and do simple duties (non-combat).
*At Sapphire Rank, the noble also gains a Bodyguard (NPC) of Sapphire Adept rank, though all armor, items and weapons must be purchased by the noble. This bodyguard is built like an NPC, and has the number of skills and traits that someone at Sapphire Rank would have. Your dossier for your Bodyguard must be approved by tesarikone before your bodyguard can be used.
*Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
22. (combat) Combat Affinity- can use combat manuvers.
23. (Free) Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
24. (Free) "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.
25.(e.flavor) Pecunia Umbilicalia : You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
26.(emerald) Acrobatics- +5 to acro checks.
27.(emerald) Sidestep- full evade.
28.(emerald)Ransomable: When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you
get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way. Once per combat.
29. (20 rep flavor)Always Welcome : A noble can attempt to gain free room and board anywhere they go, whether innes, or even people's homes (NPC). Even the poorest peasant will attempt to make the noble at home, offering even their last chunk of bread and bottle of mead - whether from fame, or fear of the noble. This skill also gives you a boost of 5 Reputation Points, whether fame or infamy.
30.(r.flavor)Moneybags: It allows the noble to commit a crime and get off scott free. The charge to be paid depending upon the crime and the witnesses present. (100 gp petty theft, 200 assault, etc., etc., even possible to pay off murder, DM holds end verdict.)
31.(ruby) Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
32.(ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is an innate skill.
33.(ruby) Rapid Breath: A dragon is so attuned to their inner essence, so close to their element, that they are able to more rapidly expel their breath weapon allowing them to use their breath weapon alongside any other actions during combat. For example, an attack with a weapon + breath weapon, or a magical attack + breath weapon.
34.(fighter) Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
Flaws---
Cruel
You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have
their way of getting around.
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
Distinctive
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Weapons with dice effects / enchantments:
Primary Weapon: *Claiomh Reabtha (Sword of Rupture) 1d9 ☼ ☼ ☼ +3 dmg +3 strike
Drill Blade
This sword is indeed a unique one. Its cylindrical blade is made of adamantine, with veins of Fever Iron running down through the cylinder blade. The tip and hilt of this weapon are made up of Elysian Bronze. What makes this blade so unique is its function as a weapon. A unique 3 part cylinder makes up the blade, each of the three portions rotate. The top bit quickly rotates clockwise, central rotates at a normal counter clockwise pace and bottom rotates at a slower clockwise pace. Once per combat, this weapon is able to drill its way through an opponents armor ignoring defense for that one attack.
Adamantine- This ultra hard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
Fever Iron- This material is reddish, and has the "Fire" attribute naturally occurring.
Elysian Bronze- First crafted by the ancients and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus to damage against magical beasts and monstrous humanoids. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid (check with DM), the wielder gains a +1 bonus to damage against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.
Secondary Weapon: Claiomh Aiseiri (Sword of Resurrection) 2d11
(Fizzwinken's Alloyed Vitalizing Axiomatic Zweihander)
This powerful two-handed double-edged 2d10 sword has an ankh-shaped hilt set with a canary yellow diamond. It is considered a 'lawful' aligned weapon. A few threads of glimmering silvery mithral shines along the surface of the blade. The dark metal cannot be sundered by any means, and it is not magnetic. One sharp edge of this zweihander sword is white, crafted of calomel. It is nearly translucent and water droplets condense upon that edge. It does extra damage to creatures weak to water and is considered a magical weapon. The other edge of this sword is serrated with dozens of sharpened ridges. Using this side allows you to ignore the first 5 points of defense against physical/mundane armor. Once a week, it can bring the wielder back to life as per a resurrection spell or skill, without loss of one of your five rezzes. The wielder need only be holding the sword when he dies in order for the resurrection to take place. It happens immediately, as the yellow diamond flares to life with healing energy.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.Circlet of Protection - +5 DEF
An amulet in the shape of a golden leaf forged by elven craftsman is fitted onto a golden circlet. This circlet gives protection of +5 DEF against both magic and the mundane attacks, adding to any other defense you may have.
Face: Such as eye lenses, glasses, goggles, masks. Hawk Eyes- These crystal contacts give you a +5 to Spot checks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Such as armor, or robe. Ensorcelled Aurum Heraldic Coin Armor +23 def mag and mun
max qck 12, -5 init (special made by Kyna)
This golden heraldic coin armor holds the design of a silver twin tailed dragon flying up with wings outstretched upon the chest.Not only does it become a noble it also is very functional at deterring magical attacks as well as mundane ones.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle. Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs: Large size Leather Greaves +3 DEF
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove. Gauntlets of Wrinestii- These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets 1d4.
Feet: Such as sandals, boots, or shoes.
Free: Scale of the Rainbow Serpent: This brilliant, vibrant piece of scale has every imaginable color upon it. This small piece of scale takes the place of one of your fingernails, as if it has grown there. When desired, and a certain color is called from the scale, it erupts in a rainbow. Each color of the rainbow has its own ability. You may use ONLY one color from the scale per combat.
Red: This creates a blast of fire to your enemy, catching them on fire. They take 2 non-defendable damage each round, unless they take a round to douse themselves with enough water to put it out.
Yellow: This blast of energy deals 1d5 acid damage to your opponent, acid defense only.
Green: This removes one status effect from a target, such as a lose turn, or frightened, or sickened. It is up to the DM if this works on every effect, so ask your DM.
Orange: This heals your target of up to 10 points of damage.
Blue: This color covers your weapon, and any allies who wish, with ice so that the weapon does cold damage.
Violet: This blast does damage to undead only, causing them to freeze in place and take no actions for one round, if they fail a Willpower save of DC15.
[This is not a slot item, it has become part of your body and may be listed as "free item". It can be peeled off and removed, your nail will grow back, but once it is peeled off it disappears in a burst of radiance and it is lost forever. It cannot be sold or passed onto anyone else. It is a boon for meeting a creature most have never even known existed.]
[Worth: Priceless]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.Ring of Persuasion - This slender ring of white gold is inset with a small moonstone chip. It allows you a +5 to Diplomacy and Bluff rolls.
2.
Free.Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Consumables: (Up to five types, no limit on how much of each type.)
1. Freshmint Gum - This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and clothes of a person when she consumes a piece. As a secondary benefit, she also gains a +2 bonus on Diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). x5
2. Antitoxin - Drinking antitoxin gives you a +5 to saves against toxins and poisons for 3 hours, or it can be taken after you've been poisoned to immediately negate the effects of the poison.
Color: Dark Purple | Smell: Fragrant | Texture: Thick | Flavor: Bitter
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding- +5 slots)
1.Shapeshifters Medallion [pin magical jewelry]
causes all non armor items to shift with the owner.
2. Claimh Bhais (Sword of Death)- 3d6
(Acidwashed Greensteel and Morghuth Iron Full Blade)
3. Magical Hand Mirror: This small mirror has the magical ability to identify potions that are placed in front of it. It can identify one potion a day.
4.
5.
6.
7.
8.
9.
10.
4th anniversary Small bag of holding
1.
2.
3.
Free.Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Pets:
Meirleach (Bandit)
Cranberry Raccoon
Mischievous, this colorful raccoon likes to explore and his curiosity has no bounds. Attracted to shiny objects, having this pet around allows the owner to earn 10% more gold on missions and adventures from the little coins here and there that the pet picks up.
Mundane (non-magical pack Items)
Backpack x3
blankets x3
chain 10 ft- x2
50 feet hemp rope x1
sealing wax x2
ink pen x3
parchment x10
chalk x2
unlit torches x2
metal cups, spoons, forks, bowls and plates x2
empty flasks- x5
water skins x5
Other Items---
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Greensteel Bastard Sword [1d6] Greensteel makes a metal weapon a bit lighter than normal. This material is mined in the Nine Hells of Baator. It has green-flecked iron specks in the metal. When alloyed into steel, it makes for a very sharp weapon. It naturally has the "lawful" and "evil" attribute.
Javelin 1d5 x2
Greatclub 2d8- w/ phantom can hit incorporeal.
Gold Giant Helmet
Rapier- 1d5
Housing:
Keep, Castle -
3 to 6 floors, 10+ bedrooms, servant's quarters, 6+ bathrooms, kitchen, formal dining room, small dining room, living room, study, library, parlor, large gardens, 10 acres of land (not farmland).
Enchantment Points Allowed: 9
Spellbane ☼ ☼ ☼
A spellbane home is enchanted against magic, and will not permit the use of any type of magic within its walls, unless the owner gives verbal permission.
Sustenance ☼
Your home is always welcoming to you and your guests, and so is the main table of the abode. This enchantment gives a never-ending feast with endless portions. The time of day converts the meal as needed, set to model a menu deemed fit by the home’s owner. Breakfast, brunch, lunch, dinner, desserts—maybe even a fourth meal! It’s your choice.
Phantom Servants ☼ ☼
Phantom servants cook, clean, polish, and otherwise keep the inside of your home spotless. This includes whatever sort of staff you wish. You can have a cook, butler, maids, even a lady's maid if you wish. They follow the commands of the owner of the house.
Other Information: (You can put age, description, status, children, etc)
--Age: 550 y/0
--Height: 7'2
--Clan Colors: leitrim tartan colors
--Build: Lean, Strong, Athletic
--Hair: Golden Brown
--Eyes: Brown with speckles of gold.
--Scale: Gold
--Birthday: 9/4 (4th of Diti's Hammer, Timespinners Era)
Daughter-Orlagh (Golden Princess in Shalottan) or Aussir Aurix Rasvim (White Gold Treasure in draconic)
Maid- Abigale
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
------------------------------------------------
Name:
Lorcan Murdough Fayden
Screen Name:
rageofnocturne@aol.com
Alignment:
Neutral
Languages:
Common, Draconic, Celestial, Castillon, Shalott, Elven, Dwarven, Picto, Runin, Sylvan
Country of Origin:
Shalott (Clann Fayden)
Description:
Personality:
Current Rank:
Ruby Captain
Current Dice:
2d13
Current Hit Points:
50 ( Base 35 + end 5 + will +diehard)
Defense DC:
22 -1 large size= 21
Total Def:
30 mundane 28 magical
Total Dmg:
27 (+24 two handed weapon +3 fighters weapon)
17 shifted (12 str +5 bestial)
32 warform(24 two handed +5 bestial +3 fighters weapon)
Total Strike: 15 (12 qck +3 fighters weapon)
Traits
Strength [12]
Quickness [12]
Endurance [5]
Willpower [0]
Intelligence [0]
Perception [2]
Charisma [0]
Bonus Trait Points: 1 Str- Flaw
Talents: +14 diplomacy +19 diplomacy with bribe, +13 spot +7 listen, +1 insight, Pass 1 Listen/day
Primary Class:Support
Class Bonus:You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Primary Profession:Noble
Profession Bonus:"Noble Bearing" Those choosing the Noble profession have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Free Skills: Combat Affinity
Secondary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Race: Dragon (Battle Dragon)
Racial Weakness (if applicable):Electrical, Lightning
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Dragon Breath (Sonic cone)- unlimited 2d3 dragon breath attack
Racial Skill:Darksight- can see 60 feet in dark
Racial Skill:Concussive Breath : When you use your breath weapon, you have the ability to stun your opponent as well as damage them. They must pass an Endurance check of 10+ your gemstone level (such as Topaz would be 12, Amber would be 13), if they fail then they not only take damage but are stunned and unable to react for as many rounds as allowed by rank. A save is given for each round. This can be used once per combat.
Flavor: Shapeshifting- can take human, were or full forms.
Flavor:Underwater Breather- can breath underwater.
Flavor:Polyglot - Every gemstone rank you achieve, you may choose 1 new language that you speak, read, and write. This is a retroactive skill, so you may take as many languages as your rank no matter when you take it.
1.Bestial Fury- +5 dmg in war or full form.
2.Big Enough : You are able to wield a two-handed weapon for one of your dual-wield weapons. This is an innate skill. (works with Einhander)
3.Alert-+5 spot & listen
4.Diehard- +5 hp
5.Flyby Attack- attack twice must make strike both times.
6. (support) Healing Affinity- 22
7. (support) Self Healing- 22
8. (Flaws) Rezz the Dead- can bring the dead back to life.
9.(topaz)Combat Marksman- able to use ranged without hitting allies.
10.(topaz)Breathtwist: You are able to change the nature of your energy breath weapon to deal a different type of energy for one round of combat. For instance, if your breath weapon is acid, you could change it to cold, electricity, fire, sonic, etc for one round. All other parameters of your breath weapon remain unchanged.
11.(topaz) Elusive Dance- Your training in dance allows you to mirror and anticipate an opponent's moves,
granting you +3 mundane defense throughout the combat. At Emerald, it improves
to +4, at Obsidian to +5, and at Diamond to +6 DEF. This is a constant skill.
12.(t.flavor) Exceptional Breeding-The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
13.(noble) Midas Touch - Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
14. (a.flavor) You're Shitting Me!- This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
15.(amber) Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength (or QCK if Dex Fighter) bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is a constant skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
16.(amber) Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to
force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
17.(amber) Einhander: You have chosen to use a one-handed weapon, with nothing in your off hand. If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander skill grants you access to three special tactics, you may choose ONE of these three tactics to use once per combat (or as stated, since if you choose Narrow Profile it has unlimited use).
Narrow Profile: You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 bonus to your Defense DC if you choose to defend yourself (or others) during a round of combat. You cannot make any attacks this round, but you may defend yourself including evades, reflects, and other defensive moves. There is no limit on how many rounds you may use this tactic as long as you are not making any attacks.
Off-Hand Balance: You use your off hand to balance yourself while fighting. After you successfully strike an opponent, you may evade any attacks from that opponent for one round of combat. When you flip and roll out of harm's way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe.
Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this tactic, you gain an extra 1d to your weapon dice, so for instance a sword that does 1d6, will now do 2d6 damage.
18. (s. flavor)Eloquent Bargainer : Getting permission to enter treasure-laden ruins sometimes requires talking to the right people and handing around a few coins for bribes, “finder’s fees,” and so on. This skill allows you to know which palms to grease and what promises to make, gaining a +5 to Diplomacy Checks when you offer an appropriate bribe (minimum 10gp).
19. (sapphire)Healing Shift: When you shift from one form to another, you are able to heal yourself of all damage, once per day.
20. (sapphire)Stronghold: By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
21. (sapphire)Patents of Nobility: These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat (such as a spar or challenge) in your place, but you may not join the one-on-one combat if you elect to use your bodyguard. You do gain any rewards for the combat (such as xp, badges, etc).
You may attend adventures with your bodyguard at your side so they can be involved in protecting you, or even send them in your place, while you reap the rewards of XP, GP and even loot when it is over. If you are physically on the mission, you may fight alongside your bodyguard, but if you choose to stand back and let your bodyguard fight be aware you may still be targeted by the enemies!
*At Topaz Rank, the noble gains a Manservant or Lady's Maid (NPC) that wears the livery of the noble house and accompanies the noble at all times, able to run errands and do simple duties (non-combat).
*At Sapphire Rank, the noble also gains a Bodyguard (NPC) of Sapphire Adept rank, though all armor, items and weapons must be purchased by the noble. This bodyguard is built like an NPC, and has the number of skills and traits that someone at Sapphire Rank would have. Your dossier for your Bodyguard must be approved by tesarikone before your bodyguard can be used.
*Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
22. (combat) Combat Affinity- can use combat manuvers.
23. (Free) Soul Mate: [Teamwork] You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
24. (Free) "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.
25.(e.flavor) Pecunia Umbilicalia : You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
26.(emerald) Acrobatics- +5 to acro checks.
27.(emerald) Sidestep- full evade.
28.(emerald)Ransomable: When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you
get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way. Once per combat.
29. (20 rep flavor)Always Welcome : A noble can attempt to gain free room and board anywhere they go, whether innes, or even people's homes (NPC). Even the poorest peasant will attempt to make the noble at home, offering even their last chunk of bread and bottle of mead - whether from fame, or fear of the noble. This skill also gives you a boost of 5 Reputation Points, whether fame or infamy.
30.(r.flavor)Moneybags: It allows the noble to commit a crime and get off scott free. The charge to be paid depending upon the crime and the witnesses present. (100 gp petty theft, 200 assault, etc., etc., even possible to pay off murder, DM holds end verdict.)
31.(ruby) Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
32.(ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is an innate skill.
33.(ruby) Rapid Breath: A dragon is so attuned to their inner essence, so close to their element, that they are able to more rapidly expel their breath weapon allowing them to use their breath weapon alongside any other actions during combat. For example, an attack with a weapon + breath weapon, or a magical attack + breath weapon.
34.(fighter) Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
Flaws---
Cruel
You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have
their way of getting around.
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
Distinctive
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Weapons with dice effects / enchantments:
Primary Weapon: *Claiomh Reabtha (Sword of Rupture) 1d9 ☼ ☼ ☼ +3 dmg +3 strike
Drill Blade
This sword is indeed a unique one. Its cylindrical blade is made of adamantine, with veins of Fever Iron running down through the cylinder blade. The tip and hilt of this weapon are made up of Elysian Bronze. What makes this blade so unique is its function as a weapon. A unique 3 part cylinder makes up the blade, each of the three portions rotate. The top bit quickly rotates clockwise, central rotates at a normal counter clockwise pace and bottom rotates at a slower clockwise pace. Once per combat, this weapon is able to drill its way through an opponents armor ignoring defense for that one attack.
Adamantine- This ultra hard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
Fever Iron- This material is reddish, and has the "Fire" attribute naturally occurring.
Elysian Bronze- First crafted by the ancients and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus to damage against magical beasts and monstrous humanoids. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid (check with DM), the wielder gains a +1 bonus to damage against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.
Secondary Weapon: Claiomh Aiseiri (Sword of Resurrection) 2d11
(Fizzwinken's Alloyed Vitalizing Axiomatic Zweihander)
This powerful two-handed double-edged 2d10 sword has an ankh-shaped hilt set with a canary yellow diamond. It is considered a 'lawful' aligned weapon. A few threads of glimmering silvery mithral shines along the surface of the blade. The dark metal cannot be sundered by any means, and it is not magnetic. One sharp edge of this zweihander sword is white, crafted of calomel. It is nearly translucent and water droplets condense upon that edge. It does extra damage to creatures weak to water and is considered a magical weapon. The other edge of this sword is serrated with dozens of sharpened ridges. Using this side allows you to ignore the first 5 points of defense against physical/mundane armor. Once a week, it can bring the wielder back to life as per a resurrection spell or skill, without loss of one of your five rezzes. The wielder need only be holding the sword when he dies in order for the resurrection to take place. It happens immediately, as the yellow diamond flares to life with healing energy.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.Circlet of Protection - +5 DEF
An amulet in the shape of a golden leaf forged by elven craftsman is fitted onto a golden circlet. This circlet gives protection of +5 DEF against both magic and the mundane attacks, adding to any other defense you may have.
Face: Such as eye lenses, glasses, goggles, masks. Hawk Eyes- These crystal contacts give you a +5 to Spot checks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Such as armor, or robe. Ensorcelled Aurum Heraldic Coin Armor +23 def mag and mun
max qck 12, -5 init (special made by Kyna)
This golden heraldic coin armor holds the design of a silver twin tailed dragon flying up with wings outstretched upon the chest.Not only does it become a noble it also is very functional at deterring magical attacks as well as mundane ones.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle. Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs: Large size Leather Greaves +3 DEF
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove. Gauntlets of Wrinestii- These leather gauntlets are studded with dragon teeth and deal damage as spiked gauntlets 1d4.
Feet: Such as sandals, boots, or shoes.
Free: Scale of the Rainbow Serpent: This brilliant, vibrant piece of scale has every imaginable color upon it. This small piece of scale takes the place of one of your fingernails, as if it has grown there. When desired, and a certain color is called from the scale, it erupts in a rainbow. Each color of the rainbow has its own ability. You may use ONLY one color from the scale per combat.
Red: This creates a blast of fire to your enemy, catching them on fire. They take 2 non-defendable damage each round, unless they take a round to douse themselves with enough water to put it out.
Yellow: This blast of energy deals 1d5 acid damage to your opponent, acid defense only.
Green: This removes one status effect from a target, such as a lose turn, or frightened, or sickened. It is up to the DM if this works on every effect, so ask your DM.
Orange: This heals your target of up to 10 points of damage.
Blue: This color covers your weapon, and any allies who wish, with ice so that the weapon does cold damage.
Violet: This blast does damage to undead only, causing them to freeze in place and take no actions for one round, if they fail a Willpower save of DC15.
[This is not a slot item, it has become part of your body and may be listed as "free item". It can be peeled off and removed, your nail will grow back, but once it is peeled off it disappears in a burst of radiance and it is lost forever. It cannot be sold or passed onto anyone else. It is a boon for meeting a creature most have never even known existed.]
[Worth: Priceless]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.Ring of Persuasion - This slender ring of white gold is inset with a small moonstone chip. It allows you a +5 to Diplomacy and Bluff rolls.
2.
Free.Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Consumables: (Up to five types, no limit on how much of each type.)
1. Freshmint Gum - This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and clothes of a person when she consumes a piece. As a secondary benefit, she also gains a +2 bonus on Diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). x5
2. Antitoxin - Drinking antitoxin gives you a +5 to saves against toxins and poisons for 3 hours, or it can be taken after you've been poisoned to immediately negate the effects of the poison.
Color: Dark Purple | Smell: Fragrant | Texture: Thick | Flavor: Bitter
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding- +5 slots)
1.Shapeshifters Medallion [pin magical jewelry]
causes all non armor items to shift with the owner.
2. Claimh Bhais (Sword of Death)- 3d6
(Acidwashed Greensteel and Morghuth Iron Full Blade)
Acid Washed ☼
Swords made from two or three metals can be acid washed in order to bring out the contrast between the metals. It creates beautiful and elaborate patterns on the surface of the weapon, and gains a +3 to any saves against acid, rust or disintegration. Only metals that logically can work together can be acid washed (so something with cold and fire could not), all materials for weapons that cannot be acid washed are clearly marked. This enables you to acid wash ONE
extra metal material, to acid wash a third, fourth, etc you must pay the cost for each material. Each acid washing of a material also takes up one point of enhancement. In other words, you cannot acid wash a weapon with 4 or 5 materials and only have it take up one point of enhancement.
Swords made from two or three metals can be acid washed in order to bring out the contrast between the metals. It creates beautiful and elaborate patterns on the surface of the weapon, and gains a +3 to any saves against acid, rust or disintegration. Only metals that logically can work together can be acid washed (so something with cold and fire could not), all materials for weapons that cannot be acid washed are clearly marked. This enables you to acid wash ONE
extra metal material, to acid wash a third, fourth, etc you must pay the cost for each material. Each acid washing of a material also takes up one point of enhancement. In other words, you cannot acid wash a weapon with 4 or 5 materials and only have it take up one point of enhancement.
-Greensteel :
Greensteel makes a metal weapon a bit lighter than normal. This material is mined in the Nine Hells of Baator. It has green-flecked iron specks in the metal. When alloyed into steel, it makes for a very sharp weapon. It naturally has the "lawful" and "evil" attribute.
-Morghuth Iron:
This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna, where it is occasionally mined by neutral evil fiends called yugoloths and other creatures on that forbidding plane. It forges poorly, making weapons that appear
pocked and pitted. However, morghuth iron is extremely toxic. A slashing or piercing weapon made of Gehennan morghuth iron is considered to be naturally "venomous".
pocked and pitted. However, morghuth iron is extremely toxic. A slashing or piercing weapon made of Gehennan morghuth iron is considered to be naturally "venomous".
Razor Edge ☼ ☼
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Serrated ☼ ☼
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5
points of defense. The enemy must be wearing physical armor for this modification to work.
points of defense. The enemy must be wearing physical armor for this modification to work.
3. Magical Hand Mirror: This small mirror has the magical ability to identify potions that are placed in front of it. It can identify one potion a day.
4.
5.
6.
7.
8.
9.
10.
4th anniversary Small bag of holding
1.
2.
3.
Free.Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Pets:
Meirleach (Bandit)
Cranberry Raccoon
Mischievous, this colorful raccoon likes to explore and his curiosity has no bounds. Attracted to shiny objects, having this pet around allows the owner to earn 10% more gold on missions and adventures from the little coins here and there that the pet picks up.
Mundane (non-magical pack Items)
Backpack x3
blankets x3
chain 10 ft- x2
50 feet hemp rope x1
sealing wax x2
ink pen x3
parchment x10
chalk x2
unlit torches x2
metal cups, spoons, forks, bowls and plates x2
empty flasks- x5
water skins x5
Other Items---
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Greensteel Bastard Sword [1d6] Greensteel makes a metal weapon a bit lighter than normal. This material is mined in the Nine Hells of Baator. It has green-flecked iron specks in the metal. When alloyed into steel, it makes for a very sharp weapon. It naturally has the "lawful" and "evil" attribute.
Javelin 1d5 x2
Greatclub 2d8- w/ phantom can hit incorporeal.
Gold Giant Helmet
Rapier- 1d5
Housing:
Keep, Castle -
3 to 6 floors, 10+ bedrooms, servant's quarters, 6+ bathrooms, kitchen, formal dining room, small dining room, living room, study, library, parlor, large gardens, 10 acres of land (not farmland).
Enchantment Points Allowed: 9
Spellbane ☼ ☼ ☼
A spellbane home is enchanted against magic, and will not permit the use of any type of magic within its walls, unless the owner gives verbal permission.
Sustenance ☼
Your home is always welcoming to you and your guests, and so is the main table of the abode. This enchantment gives a never-ending feast with endless portions. The time of day converts the meal as needed, set to model a menu deemed fit by the home’s owner. Breakfast, brunch, lunch, dinner, desserts—maybe even a fourth meal! It’s your choice.
Phantom Servants ☼ ☼
Phantom servants cook, clean, polish, and otherwise keep the inside of your home spotless. This includes whatever sort of staff you wish. You can have a cook, butler, maids, even a lady's maid if you wish. They follow the commands of the owner of the house.
Other Information: (You can put age, description, status, children, etc)
--Age: 550 y/0
--Height: 7'2
--Clan Colors: leitrim tartan colors
--Build: Lean, Strong, Athletic
--Hair: Golden Brown
--Eyes: Brown with speckles of gold.
--Scale: Gold
--Birthday: 9/4 (4th of Diti's Hammer, Timespinners Era)
--Sign of the Dragon
**Lucky Bonus: You have exceptional hearing skills, being ever vigilant for the call for aid from those you look after. You may pass one Listen check a day.
Born under Cresent Moon
BONUS: You gain a +1 to Spot and Insight checks.
--Birthstone: Garnet
--Tree: Willow
--Tree: Willow
Daughter-Orlagh (Golden Princess in Shalottan) or Aussir Aurix Rasvim (White Gold Treasure in draconic)
Maid- Abigale
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)