Post by shalia on Feb 8, 2015 21:42:09 GMT -5
Name: Shalia Ithil Calti
Screen Name: Tales0fBeauty/ShaliIthilCalti
Alignment: Chaotic Good
Languages: Common, (2 more) Feral (free), Sylvan, Elven
Country of Origin: Elandyrs Tear, Kir'viir
Font: Constantia
Font Color: AZURE
Description:
Elven Form
Anthro Form
Domestic Cat Form
Kitten form
Personality: ENFP- Champion- MBTI
Current Rank: Emerald Champion
Current Dice: 2d74
Current HP: 37 (Half Dice = 37, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
INT= + 22 (+10 Lightning Initiative, +9 QCK)
Physical Strike = +13 CHA (charismatic Fighter) 1d20 roll + CHA Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +17 (12 QCK, +5 Beastial fury) Dmg + QCK (dex fighter) Bonus
Ranged Damage = +17 (12 QCK, +5 beastial fury) Dmg + QCK Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [2]
Charisma [13] (extra point from anniversay)
Skills
Diplomacy (CHA)- +18 (+13 CHA, +5 Silver tongue)
Intimidation (STR or CHA) - +13 (+13 CHA)
Bluff (CHA)- +18 (+13 CHA, +5 Silver tongue)
Disguise (CHA)- +13 CHA
Stealth (QCK) - +27 (Stealth +5, +12 QCK, +5 Cloak of the hunt, +5 Tunic of the night) Hide +22 (+5 Stealth, +12 QCK, +5 Cloak of the Bat)
Insight (PER )- +7 (+2 PER,+5 "I notice everything!)"
Alert - + 5 (+5 Alert)
Spot [PER] + 7 (+5 Alert, +2 PER)
Listen [PER] +7 (+5 Alert, +2 PER)
Athletics [QCK or END] +17 (+5 Athletics, +12 QCK)
Climb [QCK or END] - +17 (+5 Athletics, +12 QCK)
Jump [QCK] +17 (+5 Athletics, +12 QCK)
Swim [QCK or END] - +17 (+5 Athletics, +12 QCK)
Acrobatics [QCK] - +17 (+5 Athletics, +12 QCK)
Tumble [QCK] +17 (+5 Athletics, +12 QCK)
Balance [QCK] +17 (+5 Athletics, +12 QCK)
Rogue Talents
Disable Traps [QCK] +12 QCK
Lockpicking [QCK] +12 QCK
Thievery [QCK] +12 QCK
Locate Traps [PER] +2
Escape [QCK] - +12 QCK
Sleight of Hand [QCK] - +12 QCK
Appraise [PER] - +2
Gather Info [CHA] +13 CHA
Knowledge [INT] +0
Ride [QCK] - +12 QCK
Nature [INT] - +0
Use Object [QCK]- +12 QCK
Primary Class: Support
Class Bonus: 2 free support skills
Primary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Automatic Skills: Any charmer skill.
Secondary Class: Support
Class Bonus: 2 Free Supprot skills
Secondary Profession:
Profession Bonus:
Race: Lycanthrope (werepanther/werecat)
Racial Weakness (if applicable): Silver (double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Beastial Fury
(racial) Shapeshifting
(racial) Claw Strike
(flaw) Charming Beauty +3 Def
(support) Healing Affinity
(support) Sidestep
(crystal) Acrobatic
(crystal) Athletic
(crystal) Alert
(crystal) Darksight
(crystal) Kitten's Cry
(charmer) Anything You Want - evade
(topaz) Charismatic Fighter
(topaz) Immunity to Charm
(topaz) Catfolk Pounce
(amber) Command Pleasure Zones
(amber) Magical Affinity
(amber) Stealth
(sapphire) Dexterous Fighter
(sapphire) Clothes to chocolate/oil
(sapphire) Smoldering Glance
(support) Master of Manipulation
(support) True seeing
(emerald) Agile Althete
(emerald) Shadow Striker
(emerald) Double Tech
(cloak of the hunt) immune to scent ability
Flavors
(flavor crystal) Purr
(flavor crystal) Domestic Appearance
(flavor crystal) Scent
(flavor topaz) Aura of Lust
(flavor amber) Beastspeak
(flavor Quest loot) Shadow Walk
(flavor Anniversary bonus) Lighting Initiative
(flavor sapphire) Shadow Form (evade)
(flavor Emerald) all you can think about
Blessing of Lunne: Once per night, the light of the moon will shine down, healing up to 1/2 of your maximum HP. This is not positive energy, but a blessing of the moon.
Flaws
1. Curiosity
2. Flirt
3. Beastly Instinct
Weapons with dice effects / enchantments:
Primary Weapon: -Unarmed Tech Crushing Blow 1d5
Secondary Weapon: Fizzwinken's Lacerating Luminator Sector Blade
This khopesh sword (1d6) has a shimmery glimmer upon it's metallic surface. It is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used. The blade is highly polished, and can be used to see items or creatures that are invisible or incorporeal as they appear in the mirrored finish of the blade. The blades Metal melds with the shifter when shifted to create a reflective mirrored surface on the owners claws letting them see what they would if looking at the blades surface.
Ranged Weapon: Composite Longbow w/ Phantom 2d8
Hidden Weapon: 1d4 dagger
Extra Attack Item: - Vampiric Greatsword [Weapon] ☼ ☼ ☼
The handle of this greatsword (2d8) is wrapped in tanned leathers and the hand guard is covered in werewolf hide. The long blade is decorated with Vampiric blood sigils along the sides and the bottom of the handle curves up acting as a hook. Once per combat, you may use this blade to draw life force from your enemy. A DC15 Willpower must be met by the target of this sword, if the save is failed the target is drained of 1d5 HP which is transferred to the wielder as temporary hit points lasting till the end of that combat.
[Worth: 10,000gp]
Extra Defense Item:
Head: --13. Dryad's Helm [Head]
This steel visored helm has a green plume set upon it's top and the image of an oak tree inscribed on each side. When the helmet's wearer strikes an opponent with a melee attack on his turn, that foe takes a -1 penalty to Strike against all other opponents except the wearer of the Dryad's Helm. This bonus increases with each successful attack by the wearer to a maximum penalty of -5. Only one foe can suffer this penalty at a time. The helm's wearer can decide to impart the penalty or withold it freely.
[Worth: 12,000gp]
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: -Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
Body (Armor): Tattoo amour
+13 | 27,500gp | 6875gp | 55CP
enchantments
Absolute Courage 2,000gp ☼
Armored ink with this enchantment grant the wearer immunity to fear effects.
Ethereal 6,000gp ☼ ☼
This enchantment enables the wearer to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (able to hit incorporeal via magic, skill or enchantment).
Feather Landing 3,000gp ☼ ☼
This allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet.
Cloak: --74. Cloak of the Hunt [Cloak]
This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on any checks made to follow tracks. The cloak also renders the wearer immune to the scent ability.
[Worth: 4,500gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: -59. Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000gp]
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Feet: -47. Haunted Shoes [Feet]
Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, if the spirits are not being used as servants, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat, giving her a +2 to her Defense DC for one full round of combat.
[Worth: 7,000gp]
Body Modification: Such as tattoos, piercings.
(free Item)
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]
Rings: (Up to two active)
1. Ring of Autonomy [Ring]
This ring causes it's wearer to be rendered invulnerable to all types of mind control or mental influence, both magical and psionic. This ring does not prevent normal mental contact such as telepathy, and only effects that cause the wearer to act against his will (charm person, suggestion, etc) are prevented.
[Worth: 12,500gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. 1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
2. 1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
3. 1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
4. 1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
5. All Seeing Eye - A small brown orb with a painting of an eye on it. It sees everything, but rarely tells the owner of anything. Once, it will pop out, and auto pass a Listen/Spot check for the user, but only when the holder is unaware of what he/she is looking/listening for. (i.e. prevents ambush, sneak attacks) Upon doing this, the orb dissolves into dust. One Use.
Magical Pack Items (Up to five magical / wondrous items.)
1. Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
2. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
3. -16. Abjurant Salt [Consumable]
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil creatures. Using your round of combat, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected. There is enough salt for FIVE USES.
[Worth: 4,000gp]
4. 'Runic Key' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Unnatuned)
5. Gunfighter's Poncho [Cloak]
The enchantments woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic giving a +5 DEF against magical and mundane ranged attacks. Once per day, the wearer can negate a single ranged attack targeted at him, but cannot use this ability if the attack is a critical hit. When the wearer uses this ability, he must fall prone, losing his next turn in combat.
[Worth: 7,000gp]
Backpack of holding +10 magical item slots
6. 42. Dreampath Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows causes the shifter to be considered ethereal, and only weapons that can hit ethereal creatures will be able to damage the shifter.
[Worth: 4,000gp]
7. 44 Ankh of Justice [Weapon] ☼
This lawful-aligned 2d8 greatsword has an ankh shaped hilt. 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.
[Worth: 10,000gp]
8. Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
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Private Stash
Mundane (non-magical pack Items
-Brown Bear Claw [Curiosity]
-Canary Yellow Diamond [Worth: 3000gp]
Serren Longbow 2d5
Glassteel Cutlass 1d6
2d5 Longbow
1d6 Longsword
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 118
--Alignment: Chaotic Good
--Height: 5'9" elven form, 6'8' werecat form (anthro/lycan)
--Weight: (optional) 130 Lbs. elven, 170 Lbs. werecat
--Body Type: (optional) feline, slender, Athletic
--Eyes: Gold with silver flecks
--Hair: Black- elven form, fur midnight blue- werecat
--Gender: Female
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: Tales0fBeauty/ShaliIthilCalti
Alignment: Chaotic Good
Languages: Common, (2 more) Feral (free), Sylvan, Elven
Country of Origin: Elandyrs Tear, Kir'viir
Font: Constantia
Font Color: AZURE
Description:
Elven Form
Anthro Form
Domestic Cat Form
Kitten form
Personality: ENFP- Champion- MBTI
Current Rank: Emerald Champion
Current Dice: 2d74
Current HP: 37 (Half Dice = 37, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
INT= + 22 (+10 Lightning Initiative, +9 QCK)
Physical Strike = +13 CHA (charismatic Fighter) 1d20 roll + CHA Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +17 (12 QCK, +5 Beastial fury) Dmg + QCK (dex fighter) Bonus
Ranged Damage = +17 (12 QCK, +5 beastial fury) Dmg + QCK Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [2]
Charisma [13] (extra point from anniversay)
Skills
Diplomacy (CHA)- +18 (+13 CHA, +5 Silver tongue)
Intimidation (STR or CHA) - +13 (+13 CHA)
Bluff (CHA)- +18 (+13 CHA, +5 Silver tongue)
Disguise (CHA)- +13 CHA
Stealth (QCK) - +27 (Stealth +5, +12 QCK, +5 Cloak of the hunt, +5 Tunic of the night) Hide +22 (+5 Stealth, +12 QCK, +5 Cloak of the Bat)
Insight (PER )- +7 (+2 PER,+5 "I notice everything!)"
Alert - + 5 (+5 Alert)
Spot [PER] + 7 (+5 Alert, +2 PER)
Listen [PER] +7 (+5 Alert, +2 PER)
Athletics [QCK or END] +17 (+5 Athletics, +12 QCK)
Climb [QCK or END] - +17 (+5 Athletics, +12 QCK)
Jump [QCK] +17 (+5 Athletics, +12 QCK)
Swim [QCK or END] - +17 (+5 Athletics, +12 QCK)
Acrobatics [QCK] - +17 (+5 Athletics, +12 QCK)
Tumble [QCK] +17 (+5 Athletics, +12 QCK)
Balance [QCK] +17 (+5 Athletics, +12 QCK)
Rogue Talents
Disable Traps [QCK] +12 QCK
Lockpicking [QCK] +12 QCK
Thievery [QCK] +12 QCK
Locate Traps [PER] +2
Escape [QCK] - +12 QCK
Sleight of Hand [QCK] - +12 QCK
Appraise [PER] - +2
Gather Info [CHA] +13 CHA
Knowledge [INT] +0
Ride [QCK] - +12 QCK
Nature [INT] - +0
Use Object [QCK]- +12 QCK
Primary Class: Support
Class Bonus: 2 free support skills
Primary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Automatic Skills: Any charmer skill.
Secondary Class: Support
Class Bonus: 2 Free Supprot skills
Secondary Profession:
Profession Bonus:
Race: Lycanthrope (werepanther/werecat)
Racial Weakness (if applicable): Silver (double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Beastial Fury
(racial) Shapeshifting
(racial) Claw Strike
(flaw) Charming Beauty +3 Def
(support) Healing Affinity
(support) Sidestep
(crystal) Acrobatic
(crystal) Athletic
(crystal) Alert
(crystal) Darksight
(crystal) Kitten's Cry
(charmer) Anything You Want - evade
(topaz) Charismatic Fighter
(topaz) Immunity to Charm
(topaz) Catfolk Pounce
(amber) Command Pleasure Zones
(amber) Magical Affinity
(amber) Stealth
(sapphire) Dexterous Fighter
(sapphire) Clothes to chocolate/oil
(sapphire) Smoldering Glance
(support) Master of Manipulation
(support) True seeing
(emerald) Agile Althete
(emerald) Shadow Striker
(emerald) Double Tech
(cloak of the hunt) immune to scent ability
Flavors
(flavor crystal) Purr
(flavor crystal) Domestic Appearance
(flavor crystal) Scent
(flavor topaz) Aura of Lust
(flavor amber) Beastspeak
(flavor Quest loot) Shadow Walk
(flavor Anniversary bonus) Lighting Initiative
(flavor sapphire) Shadow Form (evade)
(flavor Emerald) all you can think about
Blessing of Lunne: Once per night, the light of the moon will shine down, healing up to 1/2 of your maximum HP. This is not positive energy, but a blessing of the moon.
Flaws
1. Curiosity
2. Flirt
3. Beastly Instinct
Weapons with dice effects / enchantments:
Primary Weapon: -Unarmed Tech Crushing Blow 1d5
Secondary Weapon: Fizzwinken's Lacerating Luminator Sector Blade
This khopesh sword (1d6) has a shimmery glimmer upon it's metallic surface. It is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used. The blade is highly polished, and can be used to see items or creatures that are invisible or incorporeal as they appear in the mirrored finish of the blade. The blades Metal melds with the shifter when shifted to create a reflective mirrored surface on the owners claws letting them see what they would if looking at the blades surface.
Ranged Weapon: Composite Longbow w/ Phantom 2d8
Hidden Weapon: 1d4 dagger
Extra Attack Item: - Vampiric Greatsword [Weapon] ☼ ☼ ☼
The handle of this greatsword (2d8) is wrapped in tanned leathers and the hand guard is covered in werewolf hide. The long blade is decorated with Vampiric blood sigils along the sides and the bottom of the handle curves up acting as a hook. Once per combat, you may use this blade to draw life force from your enemy. A DC15 Willpower must be met by the target of this sword, if the save is failed the target is drained of 1d5 HP which is transferred to the wielder as temporary hit points lasting till the end of that combat.
[Worth: 10,000gp]
Extra Defense Item:
Head: --13. Dryad's Helm [Head]
This steel visored helm has a green plume set upon it's top and the image of an oak tree inscribed on each side. When the helmet's wearer strikes an opponent with a melee attack on his turn, that foe takes a -1 penalty to Strike against all other opponents except the wearer of the Dryad's Helm. This bonus increases with each successful attack by the wearer to a maximum penalty of -5. Only one foe can suffer this penalty at a time. The helm's wearer can decide to impart the penalty or withold it freely.
[Worth: 12,000gp]
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: -Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
Body (Armor): Tattoo amour
+13 | 27,500gp | 6875gp | 55CP
enchantments
Absolute Courage 2,000gp ☼
Armored ink with this enchantment grant the wearer immunity to fear effects.
Ethereal 6,000gp ☼ ☼
This enchantment enables the wearer to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (able to hit incorporeal via magic, skill or enchantment).
Feather Landing 3,000gp ☼ ☼
This allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet.
Cloak: --74. Cloak of the Hunt [Cloak]
This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on any checks made to follow tracks. The cloak also renders the wearer immune to the scent ability.
[Worth: 4,500gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: -59. Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000gp]
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Feet: -47. Haunted Shoes [Feet]
Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, if the spirits are not being used as servants, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat, giving her a +2 to her Defense DC for one full round of combat.
[Worth: 7,000gp]
Body Modification: Such as tattoos, piercings.
(free Item)
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]
Rings: (Up to two active)
1. Ring of Autonomy [Ring]
This ring causes it's wearer to be rendered invulnerable to all types of mind control or mental influence, both magical and psionic. This ring does not prevent normal mental contact such as telepathy, and only effects that cause the wearer to act against his will (charm person, suggestion, etc) are prevented.
[Worth: 12,500gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. 1 Lump of Alchemical clay - A multipurpose glob of clay, this can be molded and hardened (with a little bit of water) into a hand sized tool. (Hammer, chisel, prybar, etc), providing +2 to any check required where the tool would be needed or helpful.
2. 1 Potion of firesand - This red shimmering liquid burns to the touch, doing 2d4 fire damage when thrown. A quickness save with DC: 15 is needed from the hit target not to catch fire and take that damage again the next round. Small amounts of this liquid can also be used to start fires.
3. 1 Potion of Super Sticky Magic Adhesive - Super glue in a potion, hardens when exposed to air. Enough in this bottle for about 10 minor uses, or 3 major ones.
4. 1 Potion of Bubbly Burny Acid - This yellow bubbly potion acts as both an attack item (doing 2d4 acid damage) or as a weapon coating, that lets the weapon do +1d5 acid damage on the next attack. There are six doses for this purpose.
5. All Seeing Eye - A small brown orb with a painting of an eye on it. It sees everything, but rarely tells the owner of anything. Once, it will pop out, and auto pass a Listen/Spot check for the user, but only when the holder is unaware of what he/she is looking/listening for. (i.e. prevents ambush, sneak attacks) Upon doing this, the orb dissolves into dust. One Use.
Magical Pack Items (Up to five magical / wondrous items.)
1. Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
2. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
3. -16. Abjurant Salt [Consumable]
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil creatures. Using your round of combat, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected. There is enough salt for FIVE USES.
[Worth: 4,000gp]
4. 'Runic Key' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Unnatuned)
5. Gunfighter's Poncho [Cloak]
The enchantments woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic giving a +5 DEF against magical and mundane ranged attacks. Once per day, the wearer can negate a single ranged attack targeted at him, but cannot use this ability if the attack is a critical hit. When the wearer uses this ability, he must fall prone, losing his next turn in combat.
[Worth: 7,000gp]
Backpack of holding +10 magical item slots
6. 42. Dreampath Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows causes the shifter to be considered ethereal, and only weapons that can hit ethereal creatures will be able to damage the shifter.
[Worth: 4,000gp]
7. 44 Ankh of Justice [Weapon] ☼
This lawful-aligned 2d8 greatsword has an ankh shaped hilt. 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.
[Worth: 10,000gp]
8. Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
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Private Stash
Mundane (non-magical pack Items
-Brown Bear Claw [Curiosity]
-Canary Yellow Diamond [Worth: 3000gp]
Serren Longbow 2d5
Glassteel Cutlass 1d6
2d5 Longbow
1d6 Longsword
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 118
--Alignment: Chaotic Good
--Height: 5'9" elven form, 6'8' werecat form (anthro/lycan)
--Weight: (optional) 130 Lbs. elven, 170 Lbs. werecat
--Body Type: (optional) feline, slender, Athletic
--Eyes: Gold with silver flecks
--Hair: Black- elven form, fur midnight blue- werecat
--Gender: Female
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)