Post by rageofnocturne@aol.com on Jan 24, 2015 19:35:33 GMT -5
Gabriel Mallaose/ Obsidian Prime/ 2d91/ HP-53/ DC-23/ Devout/Druid/Arcane/Psion/Self Heal- 35/ Heal others-45/Flaws: Easy Going, Magically Inept, Arcane Parasites/ Weakness: Unholy/ Teamwork: Coordinated Attack//
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Name: Gabriel "Reaver" Mallaose
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Elven, Commonsign, Druidic, Thieves Cant
Country of Origin:Offworld (Oathos)
Current Rank:Obsidian Prime
Current Dice: 2d91
Current Hit Points:53 (1/2 dice + 8 Int + Wlp)
Defense DC:23 (10 +Qck)
Total Defence- 30 mundane 21 magical 5DR/good
Total Damage: 26 dmg +28 if target in medium, heavy or metal armor +31 point blank
Traits
Bonus Trait Points: 1 Qck- 25 reputation
Talents: Pass 1 Jump or Climb/day, Pass 1 Perc check/day
Rep: +3 diplomacy and intimidation - 3 bluff and gather info
Primary Class:Devout (Jaan Ko Herne)
Class Bonus:Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession:Druid
Profession Bonus: Shapeshifting" Druids are able to take the shape of any animal, plant or tree
that they wish, for as long as they wish. They also gain "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Class Moderator. You also gain the language, Druidic, for free.
Secondary Class:Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for
spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: Psion
Profession Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Race: Magi
Racial Weakness (if applicable):Unholy x2
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Alert- +5 spot and listen
Racial Skill:Darksight- can see up to 60 feet in complete darkness.
Racial Skill:Acrobatic- +5 acrobatic checks
Flavor:Beastspeak- can speak in shifted forms.
Flavor:Fireblood- cures your blood of venoms or poisons once a week. +5 healing points.
Flavor:Scent- track by smells
1.(crystal) Combat Marksman- wont hit allies with ranged attacks.
2.(crystal) Self Healing- 30
3.(crystal) Sidestep- evade full damage once per combat.
4.(crystal) Holy Strike- any weapon wielded becomes holy. And holy weapon used with this deals double dmg to evil creatures no matter what.
5.(crystal) Bestial Fury- +5 dmg in shift and war forms.
6.(flaw) Executioner's Shot : As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to double your damage bonus trait for each ranged attack you make in combat. This replaces Ranged Sniper skill when you take it. This is a constant skill. (Range Sniper Replaced)
7. (druid) Healing Affinity- 30 +10 +5=45
8. (druid) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
9. (flavor topaz) Commune with Nature- This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
10. (topaz)Rebirth-You are so attuned with the natural world that if you are killed, you may instantly be rezzed with full health and no loss of dice, and this does not take up one of your five rezzes in OH. This is a boon granted by your ties with nature itself. This can only be used once per week.
11. (topaz) Briarweb-A druid may call upon vegetation and briars once per combat to spring up and entangle a target, causing them to lose their turn. The druid must be in a natural environment to use this skill.
12. (topaz) Healing Circle-All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure and does not take any of your normal healing points.
13. (flavor amber) Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
14. (amber) Mother's Earth's Hand : This allows a druid to call to mother earth and cause a protective shield of earth, wood, and/or stone to rise up and around a target, negating all damage done to that target once per combat.
15. (amber)Life Blossom -This allows a druid to heal themselves up to 10 hit points, once per adventure.
16. (amber) Clairgustance: You can taste things, without having to consume them or even put them in your mouth. You know what a stew, cake, or glass of wine tastes like by simply looking at it. This gift gives the Psion immunity against poisons that have a taste as they are able to detect it - type of poison and how it is used doesn't matter, so long as the substance has a taste it can be detected.
18.(sapphire) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
19.(sapphire) 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.
20.(sapphire) Pistol Whip : While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon. This allows you at any time in melee combat to use your pistol as a melee bludgeoning weapon and roll the same damage dice you'd roll if you were firing your weapon.This is a constant skill.
21.(arcane) Magical Affinity- you can use magic.
22.(e.flavor) Polylingual : You can speak and understand all
languages. However, you can only read Natural, Country & Supernatural
languages. The only languages you can write are your own. See the Languages
thread for more information on what's available to you.
23.(emerald) Armor's Gap : You can bypass a target’s mundane armor with a weapon by searching for gaps and flaws. You must spend a full round of doing nothing but analyzing your opponents armor, and then you are able upon your next attack to bypass all mundane armor or natural armor with a piercing or slashing weapon. Each subsequent attack against the exact same opponent allows you an opportunity to roll a Spot to see if you can still find the gaps and flaws. Each round is harder to find, as that enemy is now aware of his flaws and seeks to protect himself. Spot DC15, and increases by +2 each round after that you attempt to bypass the defenses. You must still make your Strike against your opponent to actually hit him.
24.(emerald) Armor Piercing Shot : You’ve studied the armor of man long enough to have a remarkable understanding of its construction – and weaknesses – and use this knowledge to your advantage. Once per combat you may study your opponents armor looking for weaknesses, and gain a 2d3 to your shot, your opponent loses any defense bonuses from armor that round. This cannot be used the first round of combat, as you must see them in action before using this skill.
25.(emerald) Startling Shot: You may purposely miss a creature that you could normally hit within range with a firearm attack, once per combat. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
26. (consumed item skill)Blood of the Mad Cultist: This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
27. (Free) Coordinated Attack [Teamwork]
You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
28. (20 Reputation) Entrepeneur : You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
29.(Teleportation room flavor)Skittering Sneak: A druid can take the form of a tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, she gains +5 bonus to Stealth checks. She cannot attack, pick up anything, or manipulate objects while in this tiny form but she can hear and see anything that the creature would normally be able to hear or see.
30.(r.flavor) Psychoportation: Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before.
31.(ruby)Hollowing : Hollowing is a horrifying ritual that mutilates a creature's soul and reshapes the creature's body and mind, the resulting creature is completely under the control of the psion or spellborn. The target must be living and must have a soul: constructs, elementals, oozes, and most aberrations cannot be hollowed (per DM). The target must also be of lesser dice than the psion/spellborn. Hollowing can only be done on NPC's allowed by the DM, and only once per adventure. Once a creature has become Hollowed the process cannot be reversed. A permanently slain Hollowed creature cannot be resurrected or raised by any means. The target is given a willpower roll against a DC of 10 + the psion/spellborn's Intelligence Bonus.
32.(ruby)Empathic Transfer: A psion is able to take the wounds of an ally onto themselves, healing the ally. They now have the ally's wounds, though, and will need to find their own healing. This can be done as often as a psion wishes.
33.(ruby)Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
34.(psion)Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
35.(psion)Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
18-Kind | 5 Extra Healing Points | 10 HP | imprinted- Healing: (Conjuration) This spell heals a target of their wounds, per the chart by gemstone./ Heals/ Save no/
Ruby & Obsidian: Heal Full Dmg
| Language: Common |
36. (25 reputation flavor) Focused Rend: You can sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (or hit points) (round down) when attacking that object. This allows you to destroy objects with ease.
37. (30 reputation skill) Control Body: Take rudimentary control of your foe’s limbs, causing them to attack another enemy for one round of combat.
38. (40 reputation flavor) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
39. (f. obsidian) Timeless Body : A druid no longer ages, nor can she be magically aged by any means. They still die when their time is up. This is an innate skill.
40.(obsidian) Empathic Pain: With a touch, you can transfer your wounds to a target, causing them to take the damage from you, and healing you of that damage. You must pass melee Strike to touch them, and they may use magical defense against the attack.
41.(obsidian) Shielded Mind : Your mind cannot be read by any means, even those telepathically connected. Only communication is allowed if you wish it.
42. (obsidian) Greater Dual Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual Wield, choosing one target for the third extra weapon damage. This is an innate skill.
Flaws
Arcane Parasites:: You have magical parasites that feed off your magical energy when you use it, causing your spells to be slightly easier for others to resist.
Penalty: You take a -1 to the DC of your magical saves.
Easy Going:: You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff 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: Double Barrel Pistol [1d8/ 1d8 or 2d8]
w/Exit Wound ☼ ☼
Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon.
w/Nimble Shot ☼ ☼
This special ability can only be placed on ranged weapons. A nimble shot weapon can be used once per combat, stopping the target from any type of counterattack or reflect. They may still evade.
w/Reliable ☼
This improvement can only be placed on one-handed or two-handed firearms. A reliable firearm is crafted in such a way so that it is less likely to jam than other firearms. Once per combat, if your firearm misfires (a roll of 1 for Strike), you may ignore the misfire and proceed as normal.
Paragon +2 Boost
w/ Far-Reaching Sight [Magic Item]
This sight can be attached to a single one or two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. Once per combat, a ranged attack made from this weapon treats the target as though they have DC10.
[Worth: 5,500gp]
Secondary Weapon: Double-Barreled Pistol [1d8/1d8 or 2d8]
Ranged Weapon:Fizzwinken's Zenith Ohm-Grenade Blaster 2d10
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Bindi of Cognizance
This gorgeous cut ruby gemstone bindi affixes to the center of your forehead, and grants a +5 to any check that requires Perception. Once per day, it allows for a auto-pass of any perception-based check.
[Worth: 8,000gp]
Face: Such as eye lenses, glasses, goggles, masks. Skull Mask [Face]
This simple leather mask depicts an earless featureless creature. When worn, it melds into its wearer’s face and vanishes, leaving the wearer’s face just as it looked before. Three times per day (but no more than once per combat), the wearer can command the mask to appear to retract the wearer’s skin, revealing an illusion of the wearer’s glistening skull and musculature. Creatures within sight of the wearer must succeed at a DC15 Willpower save or become frightened (if the target is equal or lesser rank than the wearer) or shaken (if the target is higher ranked than the wearer) for 1d4 rounds. This is a mind-affecting fear effect. Anyone who can see through illusions (such as by true seeing) is unaffected. Shaken gives -1 to all rolls, Frightened -2 to all rolls.
[Worth: 8,000gp]
Neck: Such as amulets, medallions, torcs, necklaces. Choker of Lore [Neck]
This green choker has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
Torso: Such as shirt, vest, vestments or tabards. Shirt of Demonskin [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
DR 5/good
[Worth: 13,000gp]
Body (Armor): Such as armor, or robe. Seddrinth the Blue Breastplate-19 def -5 init max quick 12 cap 30
A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.
Blue Scales- +5 defence to electricity.
w/ Shifter- stays in use when shifted.
w/ emperors armor- appears as any type of clothing.
w/ Rending- +5 dmg when enemy gets too close.
magically warded- +13 magic def
w/ Crystal of Spellbinding I [Armor Crystal]
This bright rainbow crystal shimmers when you use magic. It grants you the ability to bypass all magical penalties from wearing medium armor.
Cloak: Such as a cloak, cape, or mantle. Fizzwinken's Fanciful Deflecting Wanderer's Duster +3 DEF This full-length, reversible silken coat is multicolored on one side, and darkly camouflaged on the other side. When worn colored side out, it grants +5 to Bluff Checks. When worn camouflaged side out, it grants a +5 on Stealth Checks. Once per adventure, you are able to dodge an incoming ranged attack and take no damage. If you use a ranged weapon, you are able to reload and fire it in the same turn. (15,000 gold)
Waist: Such as a belt or scarf, or girdle.Belt of Lore (waist) +5 knowledge rolls
Legs: Greaves +3 def both
Arms/Wrist: Such as bracers, bracelets. Wooden Bracers of Lore - +5 def +5 knowledge rolls
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes.Feather Boots [Feet]
These unremarkable brown boots are lined with tiny feathers of varying flying beasts. They allow you to take another non-attack action during one round, once per combat. It could be used to do healing, cast another non-attack spell, move a distance that requires a round, imbibe a potion, reload your weapon, pick up a dropped weapon or turn tail and run if you know your outdone, etc.
[Worth: 6,000gp]
Body Modification: Such as tattoos, piercings.
Done my Master Tattoo artist
Brand of Red Healer- +10 healing points a day
Death Imagery- Zombies and Undead will only go after if no other victims are available. Ghosts will avoid unless attacked or disturbed.
Rings: (Up to two active)
1. Shapeshifter's Ring (Medallion) 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 slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. Made of platinum with a blue sapphire.
2. Ring of Minor Creation: Once per day, you may use this ring to create one nonmagical object of nonliving vegetable matter no larger than one square foot per gemstone level in size. This is a flavor item and cannot be used to create anything that has any enchantment, or dice attached (in other words you can't create a dagger with dice, or a magical ring, but you could create food, a hemp rope, a tent, a table, a sack of sugar, a bottle of alcohol, oats for your horse to eat, a boat etc). Your item lasts for one hour. If in doubt, ask the DM.
Consumables: (Up to five types, no limit on how much of each type.)
1.Vial of Green Liquid: A sip of this liquid causes your entire body to be dyed green, for 24 hours.
Hair, flesh, clothing, everything.
2.Rune of Anticipation
This rune can be cast to allow you or your target to be placed first on the scoreboard for one combat. No save.
3.Rune of Pupshape
This rune transforms an animal or magical beast into a younger and cuter version of itself for one round of combat. Save required. DC17 WLP
4. Healing Potion
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding- +5 slots)
1. Flask of Endless Water- This plain flask is always filled with clean, drinkable water.
2. Ioun Stone-(iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
[Worth: 1,500gp]
3. Explorer's Watch- A nifty little gadget that includes a sundial, global map, compass, and many more treats! The watch can detect if things are safe to eat (Can scan anything to find out if it is poisoned, diseased, or tainted and what it is that has tainted it) and if you already ate it it can tell what is wrong (Can scan the person wearing it to decipher what illness or poison is affecting them) And you will never get lost!
4. Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.+60 ft to scent
[Worth: 2000gp]
5. Rezz Coin-This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
6. Ring of Stalking [Ring]
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature.
There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
[Worth: 4,000gp]
7 .Fizzwinken's Variable Burning Assault Battler 1d8
This versatile weapon is three weapons in one: hammer, spike, and machete. All weapons have 1d8 damage. The head and body are made up of Alchemical Silver (blade) and Adamantine (spike/ hammer).Wielding this weapon grants the "Scent" skill up to 60 feet, and upon command the weapon catches on fire.To wield the hammer and spike it counts as a free action to spin the cane in the hands to move from the hammer to the spike. To remove the blade counts as a free action when it is not being actively wielded. If switching from 2 handed over to 1 handed it will take 1 turn to complete the change of dropping the cane down to twist out the blade to wield it. This cane is capable of dealing slashing, piercing and bludgeoning damage respectively.You may only have up to 5 points of enchantment on the weapon, be sure to make it very clear on the dossier which enchantments go to which weapon if it is different (such as an enchantment only for a bludgeoning weapon just on the hammer part) otherwise the enchantment is for the full weapon.
8.
9.
10.
4th anniversary Bag of Holding:
1.Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
2.
3.
Mundane (non-magical pack Items
Collapsible Bathtub [Mundane Gear]
After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water. When it is set up, it begins to fill magically with clean, hot water.
[Worth: 500gp]
Black Pearl Ring (Worth: 750gp)
Candles- x5
Other Items----
Fizzwinken's Heavy-Duty Plasmatic Striker 2d8 (Loaned to Echo)
This specialized heavy energy blaster has been altered to produce more output in the form of streams or pulses of plasmatic energy. It never needs reloading, and can be enchanted with up to five points of enchantments like any other weapon.
w/ Exit Wound ☼ ☼ +1d3 dmg
w/ Reliable ☼ ignore misfire once per combat.
w/ Nimble Shot ☼ ☼ no reflects or counter attack. can still evade. once per combat
Night Caller-This whistle is transparent but weighty as if forged of iron, not glass. The whistle
resembles a small dragon curled up like a snail. When blown over a grave containing a body in darkness or at night, one corpse below animates and claws its way to the surface. The zombie serves the whistler faithfully until it is destroyed. It is not a combatant, but can be used to do mundane tasks such as taking messages, gathering firewood, cooking, cleaning, etc. Only one undead can be called with this whistle at a time, and it can be used once per week.
Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000gp]
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.
Circlet of Speaking [Animal Companion]
You must choose one language (usually common) when this circlet is gained, and that language cannot be changed once the decision is made. This thin silver circlet allowes the animal wearing it to speak whatever language is chosen for it. This does not grant any sort of intelligence, merely the ability to communicate.
[Worth: 1,000gp]
Ring of Scent [Animal Companion]
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet).
[Worth: 1,500gp]
Shortbow- 2d3
Obsidian Claymore 2d8
Silversheen Shortsword 1d5
Mythily Items---
Roc Feathers: These golden feathers come from the rocs killed in Mythily. They are of varying sizes from small to extremely large (which would be difficult to carry around, so unless you have a bag of holding, it would not make sense for you to have feathers as big as you are). (Curiosity)
Other Information: (You can put age, description, status, children, etc)
--Is usually escorted by his dogs (Marrok, Daciana, Shalee)
--Noteable scars- Bite upon right forearm(defensive), Puncture over heart(stake), 6 Bullet wounds to chest(executed), Slash to abdomen(gutted by sword), Ring on left bicep(severed arm, was reattached), Puncture on left pec(run through with saber), Y scar upon torso(autopsy), Scar on neck (beheaded), Scar upon highest joint of each limb(dismemberment), Punctures on neck(vampire bites),Massive scarring over center of back(shotgun blast)
--Age: 960 years old
--Height:6'2
--Weight:180 lbs
--Eyes: bright blue with white pupil eyes
--Hair:blonde hair turned white
--Build: athletic body build
--Deities: Jaan Ko Herne( Father Wild), Melikki (Green Queen), Mabon mac Llyr (Young Bard)
--Birthday: 10/29(29th of Ahalya's Breath, Blacksinners Era)
Properties:
Business: Frosty Paws Kennel(Feld, Sarkotos) - 6d250 gps a week
*2 enchantment points
Simple Store - Single Floor, 50 feet by 50 feet, 1 small backroom.
Flavor Business: Frosty Paws (Rumeria, Deepholt)
*5 enchantment points
Ticks and Quirks:
Arcane Fatigue - Conjuring magical energy is especially draining to you.
Bleached pupils- his pupils have turned white.
White Hair - hair has turned white.
Whimsical : You decide to do things simply because you feel like it...
Multiple personalities: One day your Gabriel the next you are Reaver emotionless killer.
Glowing Eyes: The necromancer's eyes begin to glow with an otherworldly light. You gain darkvision to 60feet.
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)Ruby: 16 + INT spells a day / 8 + INT per quest(Only 11 spells a day/only 7 per quest due to flaw)/ Ruby: 14 +2 arcane +7 int -1 flaw= 22
+1 Spell from Teleportation Room
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Name: Gabriel "Reaver" Mallaose
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Elven, Commonsign, Druidic, Thieves Cant
Country of Origin:Offworld (Oathos)
Current Rank:Obsidian Prime
Current Dice: 2d91
Current Hit Points:53 (1/2 dice + 8 Int + Wlp)
Defense DC:23 (10 +Qck)
Total Defence- 30 mundane 21 magical 5DR/good
Total Damage: 26 dmg +28 if target in medium, heavy or metal armor +31 point blank
Traits
Strength 12 | Quickness 13* | Endurance 0 | Willpower 0 | Intelligence 8 | Perception 0 | Charisma 0 |
Bonus Trait Points: 1 Qck- 25 reputation
Diplomacy +4 | Intimidation +15 | Bluff -5 | Disguise - | Stealth +18 or 23 | Insight +10 |
Spot +12 | Listen +12 | Athletics +12 | Climb +12 | Jump +12 | Swim +12 |
Acrobatics +18 | Tumble +13 | Balance +13 | Disable Trap +13 | Lockpicking +13 | Thievery +13 |
Locate Trap - | Escape +13 | Sleight +13 | Appraise - | Gather Info -3 | Knowledge +28 |
Ride +13 | Nature +32 | Use Object +13 | Search +7 | Hide +13 |
Talents: Pass 1 Jump or Climb/day, Pass 1 Perc check/day
Rep: +3 diplomacy and intimidation - 3 bluff and gather info
Primary Class:Devout (Jaan Ko Herne)
Class Bonus:Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession:Druid
Profession Bonus: Shapeshifting" Druids are able to take the shape of any animal, plant or tree
that they wish, for as long as they wish. They also gain "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Class Moderator. You also gain the language, Druidic, for free.
Secondary Class:Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for
spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: Psion
Profession Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Race: Magi
Racial Weakness (if applicable):Unholy x2
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Alert- +5 spot and listen
Racial Skill:Darksight- can see up to 60 feet in complete darkness.
Racial Skill:Acrobatic- +5 acrobatic checks
Flavor:Beastspeak- can speak in shifted forms.
Flavor:Fireblood- cures your blood of venoms or poisons once a week. +5 healing points.
Flavor:Scent- track by smells
1.(crystal) Combat Marksman- wont hit allies with ranged attacks.
2.(crystal) Self Healing- 30
3.(crystal) Sidestep- evade full damage once per combat.
4.(crystal) Holy Strike- any weapon wielded becomes holy. And holy weapon used with this deals double dmg to evil creatures no matter what.
5.(crystal) Bestial Fury- +5 dmg in shift and war forms.
6.(flaw) Executioner's Shot : As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to double your damage bonus trait for each ranged attack you make in combat. This replaces Ranged Sniper skill when you take it. This is a constant skill. (Range Sniper Replaced)
7. (druid) Healing Affinity- 30 +10 +5=45
8. (druid) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
9. (flavor topaz) Commune with Nature- This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
10. (topaz)Rebirth-You are so attuned with the natural world that if you are killed, you may instantly be rezzed with full health and no loss of dice, and this does not take up one of your five rezzes in OH. This is a boon granted by your ties with nature itself. This can only be used once per week.
11. (topaz) Briarweb-A druid may call upon vegetation and briars once per combat to spring up and entangle a target, causing them to lose their turn. The druid must be in a natural environment to use this skill.
12. (topaz) Healing Circle-All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure and does not take any of your normal healing points.
13. (flavor amber) Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
14. (amber) Mother's Earth's Hand : This allows a druid to call to mother earth and cause a protective shield of earth, wood, and/or stone to rise up and around a target, negating all damage done to that target once per combat.
15. (amber)Life Blossom -This allows a druid to heal themselves up to 10 hit points, once per adventure.
16. (amber) Clairgustance: You can taste things, without having to consume them or even put them in your mouth. You know what a stew, cake, or glass of wine tastes like by simply looking at it. This gift gives the Psion immunity against poisons that have a taste as they are able to detect it - type of poison and how it is used doesn't matter, so long as the substance has a taste it can be detected.
17.(s. flavor) Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
18.(sapphire) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
19.(sapphire) 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.
20.(sapphire) Pistol Whip : While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon. This allows you at any time in melee combat to use your pistol as a melee bludgeoning weapon and roll the same damage dice you'd roll if you were firing your weapon.This is a constant skill.
21.(arcane) Magical Affinity- you can use magic.
22.(e.flavor) Polylingual : You can speak and understand all
languages. However, you can only read Natural, Country & Supernatural
languages. The only languages you can write are your own. See the Languages
thread for more information on what's available to you.
23.(emerald) Armor's Gap : You can bypass a target’s mundane armor with a weapon by searching for gaps and flaws. You must spend a full round of doing nothing but analyzing your opponents armor, and then you are able upon your next attack to bypass all mundane armor or natural armor with a piercing or slashing weapon. Each subsequent attack against the exact same opponent allows you an opportunity to roll a Spot to see if you can still find the gaps and flaws. Each round is harder to find, as that enemy is now aware of his flaws and seeks to protect himself. Spot DC15, and increases by +2 each round after that you attempt to bypass the defenses. You must still make your Strike against your opponent to actually hit him.
24.(emerald) Armor Piercing Shot : You’ve studied the armor of man long enough to have a remarkable understanding of its construction – and weaknesses – and use this knowledge to your advantage. Once per combat you may study your opponents armor looking for weaknesses, and gain a 2d3 to your shot, your opponent loses any defense bonuses from armor that round. This cannot be used the first round of combat, as you must see them in action before using this skill.
25.(emerald) Startling Shot: You may purposely miss a creature that you could normally hit within range with a firearm attack, once per combat. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
26. (consumed item skill)Blood of the Mad Cultist: This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
27. (Free) Coordinated Attack [Teamwork]
You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
28. (20 Reputation) Entrepeneur : You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
29.(Teleportation room flavor)Skittering Sneak: A druid can take the form of a tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, she gains +5 bonus to Stealth checks. She cannot attack, pick up anything, or manipulate objects while in this tiny form but she can hear and see anything that the creature would normally be able to hear or see.
30.(r.flavor) Psychoportation: Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before.
31.(ruby)Hollowing : Hollowing is a horrifying ritual that mutilates a creature's soul and reshapes the creature's body and mind, the resulting creature is completely under the control of the psion or spellborn. The target must be living and must have a soul: constructs, elementals, oozes, and most aberrations cannot be hollowed (per DM). The target must also be of lesser dice than the psion/spellborn. Hollowing can only be done on NPC's allowed by the DM, and only once per adventure. Once a creature has become Hollowed the process cannot be reversed. A permanently slain Hollowed creature cannot be resurrected or raised by any means. The target is given a willpower roll against a DC of 10 + the psion/spellborn's Intelligence Bonus.
32.(ruby)Empathic Transfer: A psion is able to take the wounds of an ally onto themselves, healing the ally. They now have the ally's wounds, though, and will need to find their own healing. This can be done as often as a psion wishes.
33.(ruby)Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
34.(psion)Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
35.(psion)Psicrystal : A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
18-Kind | 5 Extra Healing Points | 10 HP | imprinted- Healing: (Conjuration) This spell heals a target of their wounds, per the chart by gemstone./ Heals/ Save no/
Ruby & Obsidian: Heal Full Dmg
| Language: Common |
36. (25 reputation flavor) Focused Rend: You can sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (or hit points) (round down) when attacking that object. This allows you to destroy objects with ease.
37. (30 reputation skill) Control Body: Take rudimentary control of your foe’s limbs, causing them to attack another enemy for one round of combat.
38. (40 reputation flavor) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
39. (f. obsidian) Timeless Body : A druid no longer ages, nor can she be magically aged by any means. They still die when their time is up. This is an innate skill.
40.(obsidian) Empathic Pain: With a touch, you can transfer your wounds to a target, causing them to take the damage from you, and healing you of that damage. You must pass melee Strike to touch them, and they may use magical defense against the attack.
41.(obsidian) Shielded Mind : Your mind cannot be read by any means, even those telepathically connected. Only communication is allowed if you wish it.
42. (obsidian) Greater Dual Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual Wield, choosing one target for the third extra weapon damage. This is an innate skill.
Flaws
Arcane Parasites:: You have magical parasites that feed off your magical energy when you use it, causing your spells to be slightly easier for others to resist.
Penalty: You take a -1 to the DC of your magical saves.
Easy Going:: You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff 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: Double Barrel Pistol [1d8/ 1d8 or 2d8]
w/Exit Wound ☼ ☼
Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon.
w/Nimble Shot ☼ ☼
This special ability can only be placed on ranged weapons. A nimble shot weapon can be used once per combat, stopping the target from any type of counterattack or reflect. They may still evade.
w/Reliable ☼
This improvement can only be placed on one-handed or two-handed firearms. A reliable firearm is crafted in such a way so that it is less likely to jam than other firearms. Once per combat, if your firearm misfires (a roll of 1 for Strike), you may ignore the misfire and proceed as normal.
Paragon +2 Boost
w/ Far-Reaching Sight [Magic Item]
This sight can be attached to a single one or two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. Once per combat, a ranged attack made from this weapon treats the target as though they have DC10.
[Worth: 5,500gp]
Secondary Weapon: Double-Barreled Pistol [1d8/1d8 or 2d8]
This pistol has two parallel barrels; each barrel can be fired independently as a separate action, or both can be shot at once with the same action. If both barrels are shot at once, they must both target the same creature or object.
Exit Wound ☼ ☼
Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon.
Defiant☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Holy☼
This weapon is considered sacred and holy. Bows, crossbows, and slings so crafted bestow the sacred energy upon their ammunition. Holy weapons do extra damage to creatures with a weakness to holy.
Paragon+2 Boost
Ranged Weapon:Fizzwinken's Zenith Ohm-Grenade Blaster 2d10
This heavy duty one-of-a kind two-handed arcing blaster shoots a beam of pure electrical energy that has been known to burn it's way straight through an enemy, doing 2d10 damage. It has been blessed, so it is considered a holy weapon, and crits on 19-20. Against targets made of metal or wearing medium or heavy metal armor it adds +2 Damage. Once per combat, you may treat a target as having a DDC of 10 using this weapon. It's grip is made of polar hound fur, allowing for a comfortable hold as well as protecting from the heat generated by this weapon.
Hidden Weapon:Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Bindi of Cognizance
This gorgeous cut ruby gemstone bindi affixes to the center of your forehead, and grants a +5 to any check that requires Perception. Once per day, it allows for a auto-pass of any perception-based check.
[Worth: 8,000gp]
Face: Such as eye lenses, glasses, goggles, masks. Skull Mask [Face]
This simple leather mask depicts an earless featureless creature. When worn, it melds into its wearer’s face and vanishes, leaving the wearer’s face just as it looked before. Three times per day (but no more than once per combat), the wearer can command the mask to appear to retract the wearer’s skin, revealing an illusion of the wearer’s glistening skull and musculature. Creatures within sight of the wearer must succeed at a DC15 Willpower save or become frightened (if the target is equal or lesser rank than the wearer) or shaken (if the target is higher ranked than the wearer) for 1d4 rounds. This is a mind-affecting fear effect. Anyone who can see through illusions (such as by true seeing) is unaffected. Shaken gives -1 to all rolls, Frightened -2 to all rolls.
[Worth: 8,000gp]
Neck: Such as amulets, medallions, torcs, necklaces. Choker of Lore [Neck]
This green choker has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
Torso: Such as shirt, vest, vestments or tabards. Shirt of Demonskin [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
DR 5/good
[Worth: 13,000gp]
Body (Armor): Such as armor, or robe. Seddrinth the Blue Breastplate-19 def -5 init max quick 12 cap 30
A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.
Blue Scales- +5 defence to electricity.
w/ Shifter- stays in use when shifted.
w/ emperors armor- appears as any type of clothing.
w/ Rending- +5 dmg when enemy gets too close.
magically warded- +13 magic def
w/ Crystal of Spellbinding I [Armor Crystal]
This bright rainbow crystal shimmers when you use magic. It grants you the ability to bypass all magical penalties from wearing medium armor.
Cloak: Such as a cloak, cape, or mantle. Fizzwinken's Fanciful Deflecting Wanderer's Duster +3 DEF This full-length, reversible silken coat is multicolored on one side, and darkly camouflaged on the other side. When worn colored side out, it grants +5 to Bluff Checks. When worn camouflaged side out, it grants a +5 on Stealth Checks. Once per adventure, you are able to dodge an incoming ranged attack and take no damage. If you use a ranged weapon, you are able to reload and fire it in the same turn. (15,000 gold)
Waist: Such as a belt or scarf, or girdle.Belt of Lore (waist) +5 knowledge rolls
Legs: Greaves +3 def both
Arms/Wrist: Such as bracers, bracelets. Wooden Bracers of Lore - +5 def +5 knowledge rolls
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes.Feather Boots [Feet]
These unremarkable brown boots are lined with tiny feathers of varying flying beasts. They allow you to take another non-attack action during one round, once per combat. It could be used to do healing, cast another non-attack spell, move a distance that requires a round, imbibe a potion, reload your weapon, pick up a dropped weapon or turn tail and run if you know your outdone, etc.
[Worth: 6,000gp]
Body Modification: Such as tattoos, piercings.
Done my Master Tattoo artist
Brand of Red Healer- +10 healing points a day
Death Imagery- Zombies and Undead will only go after if no other victims are available. Ghosts will avoid unless attacked or disturbed.
Rings: (Up to two active)
1. Shapeshifter's Ring (Medallion) 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 slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. Made of platinum with a blue sapphire.
2. Ring of Minor Creation: Once per day, you may use this ring to create one nonmagical object of nonliving vegetable matter no larger than one square foot per gemstone level in size. This is a flavor item and cannot be used to create anything that has any enchantment, or dice attached (in other words you can't create a dagger with dice, or a magical ring, but you could create food, a hemp rope, a tent, a table, a sack of sugar, a bottle of alcohol, oats for your horse to eat, a boat etc). Your item lasts for one hour. If in doubt, ask the DM.
Consumables: (Up to five types, no limit on how much of each type.)
1.Vial of Green Liquid: A sip of this liquid causes your entire body to be dyed green, for 24 hours.
Hair, flesh, clothing, everything.
2.Rune of Anticipation
This rune can be cast to allow you or your target to be placed first on the scoreboard for one combat. No save.
3.Rune of Pupshape
This rune transforms an animal or magical beast into a younger and cuter version of itself for one round of combat. Save required. DC17 WLP
4. Healing Potion
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding- +5 slots)
1. Flask of Endless Water- This plain flask is always filled with clean, drinkable water.
2. Ioun Stone-(iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
[Worth: 1,500gp]
3. Explorer's Watch- A nifty little gadget that includes a sundial, global map, compass, and many more treats! The watch can detect if things are safe to eat (Can scan anything to find out if it is poisoned, diseased, or tainted and what it is that has tainted it) and if you already ate it it can tell what is wrong (Can scan the person wearing it to decipher what illness or poison is affecting them) And you will never get lost!
4. Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.+60 ft to scent
[Worth: 2000gp]
5. Rezz Coin-This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
6. Ring of Stalking [Ring]
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature.
There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
[Worth: 4,000gp]
7 .Fizzwinken's Variable Burning Assault Battler 1d8
This versatile weapon is three weapons in one: hammer, spike, and machete. All weapons have 1d8 damage. The head and body are made up of Alchemical Silver (blade) and Adamantine (spike/ hammer).Wielding this weapon grants the "Scent" skill up to 60 feet, and upon command the weapon catches on fire.To wield the hammer and spike it counts as a free action to spin the cane in the hands to move from the hammer to the spike. To remove the blade counts as a free action when it is not being actively wielded. If switching from 2 handed over to 1 handed it will take 1 turn to complete the change of dropping the cane down to twist out the blade to wield it. This cane is capable of dealing slashing, piercing and bludgeoning damage respectively.You may only have up to 5 points of enchantment on the weapon, be sure to make it very clear on the dossier which enchantments go to which weapon if it is different (such as an enchantment only for a bludgeoning weapon just on the hammer part) otherwise the enchantment is for the full weapon.
8.
9.
10.
4th anniversary Bag of Holding:
1.Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
2.
3.
Mundane (non-magical pack Items
Collapsible Bathtub [Mundane Gear]
After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water. When it is set up, it begins to fill magically with clean, hot water.
[Worth: 500gp]
-Moonstone and Electrum Bracelet. Worth 350gps
Black Pearl Ring (Worth: 750gp)
Candles- x5
Caltrops- x20
Empty Vials- x5
50 ft Hemp rope- x3
Fishnet- x2
Grapping Hook- x1
Waterskins- x5
Hammock- x2
Manacles- x3
Sewing needle- x6
50 ft string or twine- x2
Bottles, glass- x5
Backpacks- x3
Greysilk - Rare and expensive, this lightweight silk is extremely "silky" and can be considered a chiffon. It is silvery-grey, and has a smooth and soft texture. Often Greysilk and Sadira silk are used to create lovely gowns and clothing for the nobility who cannot afford an outfit solely made of Greysilk. The Queen of Sarkotos was married in a wedding dress solely made of Greysilk, it is one of the treasures of the kingdom as it cost a fortune to make! One yard of greysilk usually goes for 25-40 gold a yard, depending on availability. x4 rolls 2 1/2 feet wide
Palesilk - Fairly rare, and moderately expensive, this silk has a smooth texture, it is extremely soft and has a luster to it. It falls easily and fluidly much like a georgette type fabric. It is never dyed, and the pale rose color is used by male and female alike in clothing, and it is especially prized for underthings. Palesilk usually goes for 15-20 gold a yard. x5 rolls 2 1/2 feet wide
Summerglass Silk - The most common silk around. The matte surface and "pebbled" texture of this graceful fabric reflect individual pinpoints of light, giving it wonderful chromatic depth and striking eye-appeal. This luxurious silk has the additional virtues of great durability and excellent wrinkle resistance. It is thicker than Greysilk, soft, and can be dyed a multitude of colors. Used for formal gowns, wedding gowns, noble and royal outfits usually. It can also be used to make jacquard which is used in home furnishings such as pillows, sheets and throws. Sadira silk usually goes between 8-12 gold a yard, depending on the type of dye and access to the silk. x rolls 2 1/2 feet wide
Black SummerglassSilk - This silk is woven thicker and has much more texture than any of the other Summerglass made silk. It is sometimes referred to as spunsilk or blacksilk, and is dyed a lustrous black. It makes warm and absorbent clothing, which makes it perfect for outwear. It is the most expensive Summerglass Silk and can be used in applications with other fabrics. x2 rolls 2/1/2 feet wide
Spidersilk - Though normal and giant spiders are found throughout the lands, only the elves of Kir'viir have been gifted enough to actually create thread and woven material of the silk. Their secret remains hidden, but the super-soft and extremely resilient clothing they create is a wonder of the world. Needles of Sarkotos steel are needed to sew the material together, and shirts of spidersilk are as effective as full armor. Spidersilk is also used to make a very thin and sheer silk that is often layered atop each other in various colors to create fine gowns and tunics. x1 rolls 2 1/2 foot wide
Seasilk - This golden silk strands are so rare that you will usually find only a few threads of it woven into existing cloth or silk. It is harvested from a mollusk by the sea elves. The mollusk extrudes these silken strands to hold itself against the corals and rocks of the ocean floor. It is by far, the most expensive silk thread in the area. A few threads of seasilk can easily go for as much as a bolt of greysilk, a pouch of seasilk threads can easily bring 20 to 25 gold. x2 rolls 1 foot wide
Spidersilk - Though normal and giant spiders are found throughout the lands, only the elves of Kir'viir have been gifted enough to actually create thread and woven material of the silk. Their secret remains hidden, but the super-soft and extremely resilient clothing they create is a wonder of the world. Needles of Sarkotos steel are needed to sew the material together, and shirts of spidersilk are as effective as full armor. Spidersilk is also used to make a very thin and sheer silk that is often layered atop each other in various colors to create fine gowns and tunics. x1 rolls 1 foot wide
Greysilk - Rare and expensive, this lightweight silk is extremely "silky" and can be considered a chiffon. It is silvery-grey, and has a smooth and soft texture. Often Greysilk and Sadira silk are used to create lovely gowns and clothing for the nobility who cannot afford an outfit solely made of Greysilk. The Queen of Sarkotos was married in a wedding dress solely made of Greysilk, it is one of the treasures of the kingdom as it cost a fortune to make! One yard of greysilk usually goes for 25-40 gold a yard, depending on availability. x4 rolls 2 1/2 feet wide
Palesilk - Fairly rare, and moderately expensive, this silk has a smooth texture, it is extremely soft and has a luster to it. It falls easily and fluidly much like a georgette type fabric. It is never dyed, and the pale rose color is used by male and female alike in clothing, and it is especially prized for underthings. Palesilk usually goes for 15-20 gold a yard. x5 rolls 2 1/2 feet wide
Summerglass Silk - The most common silk around. The matte surface and "pebbled" texture of this graceful fabric reflect individual pinpoints of light, giving it wonderful chromatic depth and striking eye-appeal. This luxurious silk has the additional virtues of great durability and excellent wrinkle resistance. It is thicker than Greysilk, soft, and can be dyed a multitude of colors. Used for formal gowns, wedding gowns, noble and royal outfits usually. It can also be used to make jacquard which is used in home furnishings such as pillows, sheets and throws. Sadira silk usually goes between 8-12 gold a yard, depending on the type of dye and access to the silk. x rolls 2 1/2 feet wide
Black SummerglassSilk - This silk is woven thicker and has much more texture than any of the other Summerglass made silk. It is sometimes referred to as spunsilk or blacksilk, and is dyed a lustrous black. It makes warm and absorbent clothing, which makes it perfect for outwear. It is the most expensive Summerglass Silk and can be used in applications with other fabrics. x2 rolls 2/1/2 feet wide
Spidersilk - Though normal and giant spiders are found throughout the lands, only the elves of Kir'viir have been gifted enough to actually create thread and woven material of the silk. Their secret remains hidden, but the super-soft and extremely resilient clothing they create is a wonder of the world. Needles of Sarkotos steel are needed to sew the material together, and shirts of spidersilk are as effective as full armor. Spidersilk is also used to make a very thin and sheer silk that is often layered atop each other in various colors to create fine gowns and tunics. x1 rolls 2 1/2 foot wide
Seasilk - This golden silk strands are so rare that you will usually find only a few threads of it woven into existing cloth or silk. It is harvested from a mollusk by the sea elves. The mollusk extrudes these silken strands to hold itself against the corals and rocks of the ocean floor. It is by far, the most expensive silk thread in the area. A few threads of seasilk can easily go for as much as a bolt of greysilk, a pouch of seasilk threads can easily bring 20 to 25 gold. x2 rolls 1 foot wide
Spidersilk - Though normal and giant spiders are found throughout the lands, only the elves of Kir'viir have been gifted enough to actually create thread and woven material of the silk. Their secret remains hidden, but the super-soft and extremely resilient clothing they create is a wonder of the world. Needles of Sarkotos steel are needed to sew the material together, and shirts of spidersilk are as effective as full armor. Spidersilk is also used to make a very thin and sheer silk that is often layered atop each other in various colors to create fine gowns and tunics. x1 rolls 1 foot wide
Other Items----
'Runic Key ' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Eight)
Fizzwinken's Heavy-Duty Plasmatic Striker 2d8 (Loaned to Echo)
This specialized heavy energy blaster has been altered to produce more output in the form of streams or pulses of plasmatic energy. It never needs reloading, and can be enchanted with up to five points of enchantments like any other weapon.
w/ Exit Wound ☼ ☼ +1d3 dmg
w/ Reliable ☼ ignore misfire once per combat.
w/ Nimble Shot ☼ ☼ no reflects or counter attack. can still evade. once per combat
Night Caller-This whistle is transparent but weighty as if forged of iron, not glass. The whistle
resembles a small dragon curled up like a snail. When blown over a grave containing a body in darkness or at night, one corpse below animates and claws its way to the surface. The zombie serves the whistler faithfully until it is destroyed. It is not a combatant, but can be used to do mundane tasks such as taking messages, gathering firewood, cooking, cleaning, etc. Only one undead can be called with this whistle at a time, and it can be used once per week.
Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000gp]
- 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.
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
4th Anniversary Bottle-RocketPapered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
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.
Circlet of Speaking [Animal Companion]
You must choose one language (usually common) when this circlet is gained, and that language cannot be changed once the decision is made. This thin silver circlet allowes the animal wearing it to speak whatever language is chosen for it. This does not grant any sort of intelligence, merely the ability to communicate.
[Worth: 1,000gp]
Ring of Scent [Animal Companion]
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet).
[Worth: 1,500gp]
Shortbow- 2d3
Obsidian Claymore 2d8
Silversheen Shortsword 1d5
Mythily Items---
Foulwing Fluid (3 Flasks)- Each of you are given 3 flasks of caustic foulwing fluid, made from the blood and saliva of the foulwing that you all killed on the shores of Mythily. This fluid will destroy most natural substances, but is best used on metal items to clean and scrub away any trace of rust or dirt, leaving it extremely clean for up to 3 months at a time. Downside, it smells like ammonia when it is being used, so a mask is probably a good idea.
Map of Mid-Eastern Mythily
You each have a parchment with a map of the part of Mythily that was explored during this quest series that can be used later or kept as a Curiosity. Each week, we will fill in more things. You are welcome to take notes, and add other items to your own map as your character learns more about the land.
Roc Feathers: These golden feathers come from the rocs killed in Mythily. They are of varying sizes from small to extremely large (which would be difficult to carry around, so unless you have a bag of holding, it would not make sense for you to have feathers as big as you are). (Curiosity)
--Is usually escorted by his dogs (Marrok, Daciana, Shalee)
--Noteable scars- Bite upon right forearm(defensive), Puncture over heart(stake), 6 Bullet wounds to chest(executed), Slash to abdomen(gutted by sword), Ring on left bicep(severed arm, was reattached), Puncture on left pec(run through with saber), Y scar upon torso(autopsy), Scar on neck (beheaded), Scar upon highest joint of each limb(dismemberment), Punctures on neck(vampire bites),Massive scarring over center of back(shotgun blast)
--Age: 960 years old
--Height:6'2
--Weight:180 lbs
--Eyes: bright blue with white pupil eyes
--Hair:blonde hair turned white
--Build: athletic body build
--Deities: Jaan Ko Herne( Father Wild), Melikki (Green Queen), Mabon mac Llyr (Young Bard)
--Birthday: 10/29(29th of Ahalya's Breath, Blacksinners Era)
--Sign of the Unicorn
**Lucky Bonus: You are able to push your body beyond it's limits giving you the ability to jump higher than a normal creature of your type, and the ability to climb well. You are not afraid of heights. You pass one Jump or Climb check a day.
--Born under Gibbous Moon
--BONUS: You gain a +1 to Diplomacy checks.
--Birthstone: Topaz
--Tree: Ivy
--Tree: Ivy
Properties:
Business: Frosty Paws Kennel(Feld, Sarkotos) - 6d250 gps a week
*2 enchantment points
Simple Store - Single Floor, 50 feet by 50 feet, 1 small backroom.
Flavor Business: Frosty Paws (Rumeria, Deepholt)
*5 enchantment points
Ticks and Quirks:
Arcane Fatigue - Conjuring magical energy is especially draining to you.
Bleached pupils- his pupils have turned white.
White Hair - hair has turned white.
Whimsical : You decide to do things simply because you feel like it...
Multiple personalities: One day your Gabriel the next you are Reaver emotionless killer.
Glowing Eyes: The necromancer's eyes begin to glow with an otherworldly light. You gain darkvision to 60feet.
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)Ruby: 16 + INT spells a day / 8 + INT per quest(Only 11 spells a day/only 7 per quest due to flaw)/ Ruby: 14 +2 arcane +7 int -1 flaw= 22
+1 Spell from Teleportation Room
Telekinetic Thrust: Hurl objects at your target with the power of your mind./ Attack/ Ruby: +16 or Constant +4 or 1d Extra/ Save yes/DC-22 vs Wlp
Blur: (Illusion) The subject's outline appears blurred, shifting, and wavering allowing for a partial to full evade of ranged, melee or visible magic damage (like a fireball, or electric bolt)./ Save no/
Emerald, Ruby & Obsidian: Evade Full Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Heal Animal: (Conjuration) This spell heals damage from your mount, combat companion or familiar./ Save no/ Heal/Ruby & Obsidian: Heal Full Dmg
Healing: (Conjuration) This spell heals a target of their wounds, per the chart by gemstone./ Heals/ / Save no/Ruby & Obsidian: Heal Full Dmg
Regenerate: (Conjuration) The subject's severed body members (fingers, toes, hands, feet, arms, legs,
tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round/1 minute if the severed body parts are present and touching the creature. It takes 2d5 rounds/minutes otherwise./ Healing Effect/ Save no/
Alleviate: (Conjuration) This spell removes the sickened or nauseated condition from a target./ Healing Effect/ Save no
Remove Illness: (Conjuration) This spell removes a sickness or illness from which the target is suffering. /Healing Effect/ Save no
Remove Disease: (Conjuration) This spell removes a disease from which the target is suffering./Healing Effect/ Save no
Neutralize Poison: (Conjuration) You detoxify any sort of venom in the creature or object touched./Healing Effect/ Save no
Delay Poison: (Conjuration) Any poison in the target's system does not affect them until the duration of the spell is over. This does not cure any damage the poison might have already done./Healing Effect/ Save no
Spirit of Ancient Wisdom: This grants the target a boost to Intelligence. Emerald, Ruby: +2 / Trait Buff / Save no
Anticipate Peril: (Divination) A creature affected by anticipate peril gains a preternatural sense of danger. This allows you to place yourself or your target as first on the scoreboard for one combat. / Combat Effect/ Save Depends/ Range 100ft
Hallow: (Evocation [good]) Hallow makes a particular site, building, or structure a holy site. No dead bodies interred in hallowed ground can become undead. A hallowed site cannot be made unhallowed until the duration has been expended. Per the DM, this can be permanent. / Skill Effects/ Save no
Dimension Door: (Conjuration) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring one extra person with you per your gemstone rank, so at Crystal rank you could bring one extra person with you. /Skill Effects/ Save no
Hold Portal (Abjuration) This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked./ Flavor Effects/ Save no
Private Sanctum: (Abjuration, Alteration) This spell insures privacy in a room of up to 1,600 square feet in area, or 40 foot by 40 foot in dimension. All windows in the room become dark and misty from the outside, preventing creatures with normal vision, darkvision or any other special vision from looking into the room. Those inside can look out normally. No sounds, no matter how loud, escape the room. Scrying attempts cannot penetrate. /Flavor Effect/ Save no
Telepathic Bond: (Divination) You forge a telepathic bond among yourself and a number of willing targets. Each creature included in the link is linked to all the others. The targets can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting./ Flavor Effect/ Save no
Wood Spirit: Whistling up nature’s power and waving a branch of holly, you create a helper for the task at hand. A wood spirit is a translucent green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn’t involve knowledge of technology./ Flavor Effect/ Save no
Open/Close: (Transmutation) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect. / Flavor Skill/ Save no
Spell Matrix: /Combat Effect/ Save: No/ Outside of combat, cast this spell to store up to two spells to be
released later without taking up a round of combat, or using up a spell slot during combat. You may release either of these spells during combat, but only one may be released during any one combat. When this spell is cast, you immediately take 2d6 un-defendable damage that cannot be healed until both spells in the spell matrix are released.
released later without taking up a round of combat, or using up a spell slot during combat. You may release either of these spells during combat, but only one may be released during any one combat. When this spell is cast, you immediately take 2d6 un-defendable damage that cannot be healed until both spells in the spell matrix are released.
Illuminated Weapon: /Combat Effect/ Save: No/(Evocation [good]) You make a weapon particularly useful against undead opponents by infusing it with magical daylight.
Second Defense: /Defense Absorb/ Save: No/(Conjuration) This spell creates an invisible but tangible force effect that protects the target by absorbing incoming damage.
Repulsion: /Evade/Save: No/ Evade Full Damage/(Abjuration [force]) This spell causes a creature heading towards the mage with an intended attack to move directly away from his person, evading all damage.
Gloves: /Skill Effect/ Save:No/(Evocation) This spell creates an invisible force field around the casters hands and up to 4 inches above the wrist or enchants one pair of leather gloves. The force field is weak but effectively blocks out all liquids allowing the caster to interact with liquids without getting wet or being affected by them. Thus acids, slimes, and various goos can be manipulated without incurring damage. The force-field is weak enough that anything sharp can penetrate the field and cause it to instantly dissipate.
Bed of Iron: /Flavor Effect/ Save: No/This spell makes even the clunkiest armor feel soft as silk to the wearer. The subject of this spell is able to sleep comfortably in medium or heavy armor without suffering from fatigue the following day.
Remove Fear: / Skill Effect/ Save: No/ This spell removes the effects of fear from a target.
Strike Incorporeal: Combat Effects/ Save: No/ This spell allows ones weapons to strike beings such as ghosts, wraiths and other beings lacking in a corporeal form.