Post by Celeste on Feb 9, 2015 12:33:48 GMT -5
Name: Nerezza
Screen Name: Gemmedwings
Alignment: Neutral
Languages: Common, (2 more)Umbral (free), Maddish, Vishkanya
Country of Origin: Madder
Description:
Personality:
Current Rank:Topaz Journeyman
Current Dice: 2d32
Current Hit Points: 28
Defense DC: 20
Traits
Strength [0]
Quickness [10]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [11]
Primary Class:
Arcane
Class Bonus:
+2 to Spell Difficulty
Primary Profession:
Thief Adapt
Profession Bonus:
"Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Secondary Class:
Arcane
Class
+2 to Spell Difficulty
Secondary Profession:
Profession Bonus:
Race:
Shadowkin
Racial Weakness (if applicable):
Light/Prismatic
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Shadow Form:Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
(racial) Deepsight: This increases your range of sight for darkvision to 120 feet.
(racial) Shadow Blend: A Shadowkin can hide in plain sight when within 30 feet of shadows or darkness and are always hidden at night, allowing you to add a +10 to any Hide check you make. If the opposed roll is greater, though, you are seen.
(flaw) Poisonmaking and Use
(arcane) Magical Affinity
(arcane) Psionic Affinity
(flavor crystal) Shadow Walk:To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
(flavor crystal) Call Darkness:You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight you cannot fight or see within this dark area. Darksight cannot pierce this magical darkness!
(flavor crystal) Charlatan:You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(crystal) Dexterous Fighter:This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(crystal) Acrobatic:You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Combat Marksman:You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(crystal) Poison/Venom Immunity: Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.]
(crystal) Alchemy: You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
Automatic Skills: Lock Sense: You can sense the presence and general direction of locks, even hidden ones. Roll 1d20, result is the range in meters for each use. Can only be used once per adventure.
(topaz) Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
(topaz) Entrepreneur: 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! See "In Depth Information...Skill: Entrepeneur."
(topaz) Sealed with a kiss:You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC.
(flavor topaz)Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
(amber) Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(amber) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
Prerequisites: Arcane Class
(amber) Shadow Striker: You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike. This skill gives you access to three tactics, but you may only use ONE tactic, once per combat.
Prerequisite: Shadow Walk and Stealth Skills
COMBAT
Evade Notice: If both you and an ally threaten the same opponent, you can attempt to slip beneath your opponent's notice. On your turn, if you take no hostile actions (such as attacking, casting an offensive spell) you can make a Hide check opposed by the threatened foe's Spot check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this tactic's benefit.
Fade Away: To use this tactic, you must first attempt an attack on an opponent. After the attack, you move away and attempt a Hide check as part of your that turn. If your attack hits the opponent, it creates a momentary diversion, granting you a +5 bonus on this Hide check.
Ghost Strike: You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this tactic, both you and an ally must threaten a single foe. For your turn, you make a Stealth check opposed by your foe's Listen check. If you succeed on this check, on the next round, your target loses his Quickness bonus giving him a DDC10 against both you, and the ally threatening the same foe.
(flavor amber) Daredevil Athlete : You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
FLAVOR
(Sapphire)Immunity to Charm : You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(Sapphire)
(Sapphire)
(Flavor Sapphire)
Flaws:
1. Dark Premonitions
: You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
2. Sunblind
: You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc
3. Bad Seed
: It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
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Weapons with dice effects / enchantments:
Primary Weapon: Arcane Crush [2d10]
Shadow Dancer: This invocation calls upon the element of shadows to attack the target with a storm of shadowy figures doing darkness damage.
Secondary Weapon: Cat O' Nine Lives [Weapon]
This 1d4 cat o'nine tails gives it's bearer catfall, allowing you to land on your feet no matter what distance you fall. You also take damage as if the distance was 10 feet shorter than it actually is.
Ranged Weapon: Chakram [1d6] Made with Fever Iron.
This material is reddish, and has the "Fire" attribute naturally occurring.
Hidden Weapon: Ioun Blade [Weapon]
This dagger (1d4) can hold one ioun stone which functions for the wielder. No other enchantments can be placed on this blade, and the ioun stone's magic only works if the owner is holding the dagger in his hand, it cannot be sheathed or put away in a pack to work.
Extra Attack Item:
Extra Defense Item: Fizzwinken's Protective Volatile Barrier Unit
This animated spiked shield +3 DEF can explode into a fury of acid, cold, fire or electricity by the owner's will which then surges forward to lash at their attacker causing 2d5 damage of whatever energy was chosen, that cannot be defended against, once per combat. The wielder does not take damage from the energy on the shield.
Head: -Darkweave Hood: +2 Def/ +10 Stealth
Face: Darkweave Halfmask: +10 Stealth
Neck: Misleading Necklace
These necklaces are fashioned according to each maker's taste, but all have one thing in common: a large chunk of amber that makes up the centerpiece of the necklace. This necklace is made from simple silver threads upon which hang rough pieces of dark golden amber shaped into triangles. Each piece of amber is further framed in platinum. This necklace helps it's owner to fake his own death once per day in response to the wearer taking damage from a magic item, spell, spell-like skill or supernatural ability. When activated, the necklace casts a heal of 20 points of damage, as well as a mislead spell. The mislead spell makes it appear as if the owner dies in a way appropriate to the damage: charred by flames, encased in ice, etc. The effect is gruesome and spectacular and complete with smells, sounds and thermal effects. The effects last until the owner decides to get up and join the 'land of the living' again, or combat is over.
Torso: Tunic of the Night
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.
Body (Armor): Fizzwinken's Enshrouding Security Hauberk +12 DEF ☼ ☼ ☼ ☼☼
This black leather and chain shirt hangs to just below the knee. It is made of thick black leather armor reinforced with chainmail, which covers large portions of the body but leaves the joints covered in leather for better ease of movement. Shifter, and Emperor's Armor enchantments remain intact. The armor is so well made that there is no sound when one moves about in it, and the black color of both leather and chain enables the wearer to easily blend into the shadows offering a +5 to Hide Checks. It now also has the following enchants. Move Silent: Stealth/Move Silent checks by +3, Comfort.
Cloak: Gypsy's Cape [Cloak]
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 bonus on Bluff checks. Reversible, the dappled camouflage of its other side grants a +5 bonus on Stealth checks.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
Current Items on bracelet:
Lens of Scrutiny [Face]
This item resembles a clearly cut lens, held within a slender metal brace and suspended from a thin chain like a monocle. When held in front of the eye, it bestows a bonus of +5 to Search Checks.
Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
Hands: Stirge's Gauntlet [Hand]
This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage.
Feet: Silent Steppers [Feet]
This two seemingly plain black buttons are each worn on a boot or shoe, and creates a field of silence for one foot around them. These buttons causes a magical silence to cover the sound of walking granting a bonus of +5 to Move Silent Checks
Body Modification: Arcane Finger Sleeve 1-5
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell of any type during combat.
Rings: (Up to two active)
1.Ring of Evasion [Ring]
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Full heal potion x5
Gives a full heal on an adventure. Can be used in a hypo-pistol.
2.heal potion (10 potions)
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
3. Remove Scent x2
Removes your scent for 3 hours, you are unable to be tracked or detected by scent.
4. Lantern Stars (15)
Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.
5.
Free Slot items
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Magical Pack Items (Up to five magical / wondrous items.)
1.Rogue's Boots [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
2. Raven Bracers [Arms/Wrist]This pair of magnificent dark
metal bracers is forged to depict the shape of a raven stretched over the wearer’s forearm. While worn, these bracers can be used as a to grant the returning magic weapon qualities to any held melee weapon. This ability can be used three times a day. In addition, the bracers may be removed and tossed into the air, where they transform into a pair of identical black metallic ravens. These ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner’s hands via teleportation. If the item’s owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use.
3.Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
3. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
4.
5. Broom of Flying [Magic Item]
This broom is able to fly through the air as if affected by a flight spell for up to 8 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Backpack of Holding:
-Darksight Lenses: Grants darksight
- Tunic of the Night: +5 Stealth
- Silent Steppers Buttons: +5 Move Silent
- Kaput's Shadowsilk Coat +5 DEF +1 Hide
- 'Runic Key ' - your key has updated to your new floor (if below 8)
A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Eight)
Mundane (non-magical pack Items
- Bedroll
-- Belt Pouches
-- Blankets
-- Backpacks
-- Burlap Sacks
-- Bullseye Lantern
-- Butterfly Net
-- Bell
-- Block and Tackle
-- Bottles, Glass
-- Buckets
-- Compass
-- Candles
-- Canvas
-- Chain, 10ft
-- Candlesticks
-- Chalk
-- Caltrops
-- Coffee Pot
-- Cooking Pots, Kettles
-- Empty Flasks
-- Empty Clay Jugs
-- Empty Barrels
-- Empty Baskets
-- Empty Vials
-- Fishnet
-- Fishing Hooks
-- 50 Feet of Hemp Rope
-- 50 feet String or Twine
-- Flint & Steel
-- Firewood
-- Grappling Hook
-- Hammock
-- Hourglass
-- Ink / Ink Pen / Parchment
-- Lanterns & Oil Flasks
-- Manacles
-- Pitons
-- Pole, 10ft
-- Rations
-- Saddlebags
-- Sewing Needle
-- Sealing Wax
-- Soap
-- Spyglass
-- Small Steel Mirrors
-- Tents
-- Tools such as hammer, shovel, spade etc.
-- Unlit Torches
-- Various sized wooden chests
-- Waterskins
-- Wineskins
-- Whetstone
-- Wooden or Metal Cups, Forks, Spoons, Bowls, Plates
-- Whistle
Other Information: (You can put age, description, status, children, etc)
Dreamcatcher [Magic Item]
Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a dreamcatcher protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of magic that causes nightmares, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The dreamcatcher must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the dreamcatcher it may be placed beneath the sleeper’s pillow.
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: Gemmedwings
Alignment: Neutral
Languages: Common, (2 more)Umbral (free), Maddish, Vishkanya
Country of Origin: Madder
Description:
Personality:
Current Rank:Topaz Journeyman
Current Dice: 2d32
Current Hit Points: 28
Defense DC: 20
Traits
Strength [0]
Quickness [10]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Primary Class:
Arcane
Class Bonus:
+2 to Spell Difficulty
Primary Profession:
Thief Adapt
Profession Bonus:
"Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Secondary Class:
Arcane
Class
+2 to Spell Difficulty
Secondary Profession:
Profession Bonus:
Race:
Shadowkin
Racial Weakness (if applicable):
Light/Prismatic
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Shadow Form:Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
(racial) Deepsight: This increases your range of sight for darkvision to 120 feet.
(racial) Shadow Blend: A Shadowkin can hide in plain sight when within 30 feet of shadows or darkness and are always hidden at night, allowing you to add a +10 to any Hide check you make. If the opposed roll is greater, though, you are seen.
(flaw) Poisonmaking and Use
(arcane) Magical Affinity
(arcane) Psionic Affinity
(flavor crystal) Shadow Walk:To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
(flavor crystal) Call Darkness:You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight you cannot fight or see within this dark area. Darksight cannot pierce this magical darkness!
(flavor crystal) Charlatan:You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(crystal) Dexterous Fighter:This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(crystal) Acrobatic:You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Combat Marksman:You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(crystal) Poison/Venom Immunity: Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.]
(crystal) Alchemy: You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
Automatic Skills: Lock Sense: You can sense the presence and general direction of locks, even hidden ones. Roll 1d20, result is the range in meters for each use. Can only be used once per adventure.
(topaz) Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
(topaz) Entrepreneur: 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! See "In Depth Information...Skill: Entrepeneur."
(topaz) Sealed with a kiss:You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC.
(flavor topaz)Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
(amber) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
Prerequisites: Arcane Class
(amber) Shadow Striker: You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike. This skill gives you access to three tactics, but you may only use ONE tactic, once per combat.
Prerequisite: Shadow Walk and Stealth Skills
COMBAT
Evade Notice: If both you and an ally threaten the same opponent, you can attempt to slip beneath your opponent's notice. On your turn, if you take no hostile actions (such as attacking, casting an offensive spell) you can make a Hide check opposed by the threatened foe's Spot check. If you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this tactic's benefit.
Fade Away: To use this tactic, you must first attempt an attack on an opponent. After the attack, you move away and attempt a Hide check as part of your that turn. If your attack hits the opponent, it creates a momentary diversion, granting you a +5 bonus on this Hide check.
Ghost Strike: You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this tactic, both you and an ally must threaten a single foe. For your turn, you make a Stealth check opposed by your foe's Listen check. If you succeed on this check, on the next round, your target loses his Quickness bonus giving him a DDC10 against both you, and the ally threatening the same foe.
FLAVOR
(Sapphire)Immunity to Charm : You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(Sapphire)
(Sapphire)
(Flavor Sapphire)
Flaws:
1. Dark Premonitions
: You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
2. Sunblind
: You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc
3. Bad Seed
: It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
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Weapons with dice effects / enchantments:
Primary Weapon: Arcane Crush [2d10]
Shadow Dancer: This invocation calls upon the element of shadows to attack the target with a storm of shadowy figures doing darkness damage.
Secondary Weapon: Cat O' Nine Lives [Weapon]
This 1d4 cat o'nine tails gives it's bearer catfall, allowing you to land on your feet no matter what distance you fall. You also take damage as if the distance was 10 feet shorter than it actually is.
Ranged Weapon: Chakram [1d6] Made with Fever Iron.
This material is reddish, and has the "Fire" attribute naturally occurring.
Hidden Weapon: Ioun Blade [Weapon]
This dagger (1d4) can hold one ioun stone which functions for the wielder. No other enchantments can be placed on this blade, and the ioun stone's magic only works if the owner is holding the dagger in his hand, it cannot be sheathed or put away in a pack to work.
Extra Attack Item:
Extra Defense Item: Fizzwinken's Protective Volatile Barrier Unit
This animated spiked shield +3 DEF can explode into a fury of acid, cold, fire or electricity by the owner's will which then surges forward to lash at their attacker causing 2d5 damage of whatever energy was chosen, that cannot be defended against, once per combat. The wielder does not take damage from the energy on the shield.
Head: -Darkweave Hood: +2 Def/ +10 Stealth
Face: Darkweave Halfmask: +10 Stealth
Neck: Misleading Necklace
These necklaces are fashioned according to each maker's taste, but all have one thing in common: a large chunk of amber that makes up the centerpiece of the necklace. This necklace is made from simple silver threads upon which hang rough pieces of dark golden amber shaped into triangles. Each piece of amber is further framed in platinum. This necklace helps it's owner to fake his own death once per day in response to the wearer taking damage from a magic item, spell, spell-like skill or supernatural ability. When activated, the necklace casts a heal of 20 points of damage, as well as a mislead spell. The mislead spell makes it appear as if the owner dies in a way appropriate to the damage: charred by flames, encased in ice, etc. The effect is gruesome and spectacular and complete with smells, sounds and thermal effects. The effects last until the owner decides to get up and join the 'land of the living' again, or combat is over.
Torso: Tunic of the Night
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.
Body (Armor): Fizzwinken's Enshrouding Security Hauberk +12 DEF ☼ ☼ ☼ ☼☼
This black leather and chain shirt hangs to just below the knee. It is made of thick black leather armor reinforced with chainmail, which covers large portions of the body but leaves the joints covered in leather for better ease of movement. Shifter, and Emperor's Armor enchantments remain intact. The armor is so well made that there is no sound when one moves about in it, and the black color of both leather and chain enables the wearer to easily blend into the shadows offering a +5 to Hide Checks. It now also has the following enchants. Move Silent: Stealth/Move Silent checks by +3, Comfort.
Cloak: Gypsy's Cape [Cloak]
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 bonus on Bluff checks. Reversible, the dappled camouflage of its other side grants a +5 bonus on Stealth checks.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
Current Items on bracelet:
Lens of Scrutiny [Face]
This item resembles a clearly cut lens, held within a slender metal brace and suspended from a thin chain like a monocle. When held in front of the eye, it bestows a bonus of +5 to Search Checks.
Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
Hands: Stirge's Gauntlet [Hand]
This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage.
Feet: Silent Steppers [Feet]
This two seemingly plain black buttons are each worn on a boot or shoe, and creates a field of silence for one foot around them. These buttons causes a magical silence to cover the sound of walking granting a bonus of +5 to Move Silent Checks
Body Modification: Arcane Finger Sleeve 1-5
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell of any type during combat.
Rings: (Up to two active)
1.Ring of Evasion [Ring]
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Full heal potion x5
Gives a full heal on an adventure. Can be used in a hypo-pistol.
2.heal potion (10 potions)
Heals up to 10hp during adventures. Can be used in a hypo-pistol.
3. Remove Scent x2
Removes your scent for 3 hours, you are unable to be tracked or detected by scent.
4. Lantern Stars (15)
Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.
5.
Free Slot items
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Magical Pack Items (Up to five magical / wondrous items.)
1.Rogue's Boots [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
2. Raven Bracers [Arms/Wrist]This pair of magnificent dark
metal bracers is forged to depict the shape of a raven stretched over the wearer’s forearm. While worn, these bracers can be used as a to grant the returning magic weapon qualities to any held melee weapon. This ability can be used three times a day. In addition, the bracers may be removed and tossed into the air, where they transform into a pair of identical black metallic ravens. These ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner’s hands via teleportation. If the item’s owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use.
3.Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
3. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
4.
5. Broom of Flying [Magic Item]
This broom is able to fly through the air as if affected by a flight spell for up to 8 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Backpack of Holding:
-Darksight Lenses: Grants darksight
- Tunic of the Night: +5 Stealth
- Silent Steppers Buttons: +5 Move Silent
- Kaput's Shadowsilk Coat +5 DEF +1 Hide
- 'Runic Key ' - your key has updated to your new floor (if below 8)
A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Eight)
Mundane (non-magical pack Items
- Bedroll
-- Belt Pouches
-- Blankets
-- Backpacks
-- Burlap Sacks
-- Bullseye Lantern
-- Butterfly Net
-- Bell
-- Block and Tackle
-- Bottles, Glass
-- Buckets
-- Compass
-- Candles
-- Canvas
-- Chain, 10ft
-- Candlesticks
-- Chalk
-- Caltrops
-- Coffee Pot
-- Cooking Pots, Kettles
-- Empty Flasks
-- Empty Clay Jugs
-- Empty Barrels
-- Empty Baskets
-- Empty Vials
-- Fishnet
-- Fishing Hooks
-- 50 Feet of Hemp Rope
-- 50 feet String or Twine
-- Flint & Steel
-- Firewood
-- Grappling Hook
-- Hammock
-- Hourglass
-- Ink / Ink Pen / Parchment
-- Lanterns & Oil Flasks
-- Manacles
-- Pitons
-- Pole, 10ft
-- Rations
-- Saddlebags
-- Sewing Needle
-- Sealing Wax
-- Soap
-- Spyglass
-- Small Steel Mirrors
-- Tents
-- Tools such as hammer, shovel, spade etc.
-- Unlit Torches
-- Various sized wooden chests
-- Waterskins
-- Wineskins
-- Whetstone
-- Wooden or Metal Cups, Forks, Spoons, Bowls, Plates
-- Whistle
Other Information: (You can put age, description, status, children, etc)
Dreamcatcher [Magic Item]
Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a dreamcatcher protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of magic that causes nightmares, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The dreamcatcher must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the dreamcatcher it may be placed beneath the sleeper’s pillow.
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)