Post by hypnotic on Feb 21, 2015 21:32:35 GMT -5
Zahra-Atem-Ka
Neutrally Aligned
Neutrally Aligned
Thanic Human
Languages: Common, Thanic (free), Inhepic, Ancient
Country of Origin: Thanes Desert
Chosen Deity: Diti, Thyshi, J'tath
Patron Power: Seneferu
Member of the Obsidian Heart Adventuring Company
Languages: Common, Thanic (free), Inhepic, Ancient
Country of Origin: Thanes Desert
Chosen Deity: Diti, Thyshi, J'tath
Patron Power: Seneferu
Member of the Obsidian Heart Adventuring Company
Primary Class: Arcane
Class Bonus: +2 Spell Difficulty
Secondary Class: Devout
"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: Mage [Desert Witch]
Profession Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank.
Profession Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank.
T R A I T S (26)
Strength [0]
Quickness [10]
Endurance [0]
Willpower [3]
Intelligence [12]
Perception [1]
Charisma [0]
Strength [0]
Quickness [10]
Endurance [0]
Willpower [3]
Intelligence [12]
Perception [1]
Charisma [0]
S K I L L S
(racial) Versatility
(racial) Alert, +5 to Spot and Listen
(racial) Low-Light Vision
(flaw) Healing Affinity, 22 Healing Points
(arcane) Magical Affinity
(flavor crystal) Incredible Insight, +5 Insight
(flavor crystal) Polylingual
(flavor crystal) Knowledge (c: Anthropology & Archeology, t: Dungeoneering , a: Arcane, s: Monster Lore e: Region(Thanes), +10
(crystal) Iron Will, +3 at Emerald and +4 at Obsidian.
(crystal) Mind over Body
(crystal) Concealed Spellcasting
(crystal) Arcane Image, Evade
(crystal) Charming Beauty (v), Emerald it becomes +4, at Obsidian +5 DEF.
(mage) Magical Resistance, +2 to all magical saves against registered spells, +3 at Ruby.
(flavor topaz) Investigator, +5 Search, Gather Info
(topaz) Tactician's Sense, INT for Strike
(topaz) Innate Spell, Call to Seneferu
(topaz) Boon
Topaz: Remove Stun - This removes one round of any stun / lose turn effect.
Amber: Remove Frightened - This removes the Frightened effect.
Sapphire: Fortune - The target rerolls one Strike, and takes the best of the two rolls.
Emerald: Remove Sickened Boon - This removes the effects of "Sickened".
(flavor amber) Wild Cohort (v), Kepru the Scarab Beetle
You have a special bond with a wild animal, and it is willing to travel and adventure with you. This animal can serve as a simple non-combat mount, but it cannot serve as a familiar or animal companion (see those skills). You may teach this cohort three commands out of the following list of commands: "scout ahead", "track scent", "go home", "flush out", "stalk", "warn", "hunt", "trip".
(amber) Spell Combatant, Use spells and wield weapon. 1/combat add in INT for magic.
(amber) Patron Spells, 1 extra spell per dice rank
Certain types of mages, often known as witches, make powerful pacts with mysterious powers and forces who become their patron. This skill allows you to write one extra spell per dice rank that is a direct result of the power and knowledge gleaned from your Patron, and this spell also has a +2 DC. Please mark your patron spells clearly on your dossier.
(amber) True Seeing (v)
You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
(flavor sapphire) Déjà Vu
Every so often, the gods of fate send you dreams about places and situations you will visit or experience in the future. Once per day you may add a +5 bonus to any one tactic or talent check, or saving throw. You may wait to decide to use the bonus until after you have rolled the dice, but must announce your intent to use the bonus before the DM announces whether or not the roll was successful. Alternately, instead of using the bonus yourself, you may grant the bonus to one of your companions. Your companion must be within hearing or vision range of you in order to receive the bonus.
(sapphire) Hex
A witchy mage can select one hex per gemstone rank beginning at Topaz, please mark this clearly on your dossier. You may only use each of your hexes once per adventure. Your target gets a willpower save against DC10 + the mage's Intelligence, if they fail the hex lasts as many rounds as the mage's Charisma, unless a Remove Curse is used on them.
Topaz: Cackling - This causes the target to begin laughing, and leaves them unable to cast any spells.
Amber: Agonizing - This puts the target under the effects of "Nausea".
Sapphire: Blindness - This blinds the target for the duration of the hex.
Emerald: Cowardice - The target becomes cowardly, and is always placed last in the scoreboard.
(sapphire) Just Desserts
Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
(sapphire) Prayers to the Gods
A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list.
Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it.
Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher.
Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check.
Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead left with 1 hit point short of dying.
Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round.
Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save.
(flavor emerald) Discovery Torch (v)
An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain a +2 bonus on Perception and Insight checks, as well as on Knowledge (Monster Lore) checks to identify monsters that are also within the area and their special powers and vulnerabilities. This light lasts 10 minutes per gemstone rank of the Priest.
(emerald) Parry Spell
Reflect a regged spell, 1/combat.
(emerald) Unconditional Power (v)
Disabling conditions do not hold you back as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
(emerald) Eldritch Master
Double INT every time you cast a regged spell.
"Kepru", the gold scarab beetle.
"Scout Ahead", "Warn", "Stalk"
F L A W S
1. Fear of Water, -2 penalty on Swim checks. When on a boat, bridge, a ledge
over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep, you immediately become panicked.
2. Hot-Blooded, 1.5 dmg from Cold
3. Ponderous, -10 Init
1. Fear of Water, -2 penalty on Swim checks. When on a boat, bridge, a ledge
over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep, you immediately become panicked.
2. Hot-Blooded, 1.5 dmg from Cold
3. Ponderous, -10 Init
S T A T I S T I C S
Rank: Emerald Champion
Dice: 2d74
Rezzes: 5/5
Defense DC: 20
Hit Points: 52
(Half Dice = 37, Mind over Body = 12, Willpower = 3)
Initiative: +10 QCK, -10 Ponderous = 0
Spot, Listen: +5 Alert, +1 Per = +6
Search: +5 Investigator, +1 PER = +6
Gather Info: +5 Investigator = +6
Knowledge: +10 Knowledge, +12 INT = +22
Insight: +5 Incredible Insight, +1 PER = +6
Swim: -3 Fear of Water, +0 STR, +0 END = -3
Fear: +5 Torc, +3 WLP, +3 Iron Will = +11
Spell Save: +3 WLP, +3 Iron Will, +2 Magic Resistance = +8
W E A P O N SRank: Emerald Champion
Dice: 2d74
Rezzes: 5/5
Defense DC: 20
Hit Points: 52
(Half Dice = 37, Mind over Body = 12, Willpower = 3)
Initiative: +10 QCK, -10 Ponderous = 0
Spot, Listen: +5 Alert, +1 Per = +6
Search: +5 Investigator, +1 PER = +6
Gather Info: +5 Investigator = +6
Knowledge: +10 Knowledge, +12 INT = +22
Insight: +5 Incredible Insight, +1 PER = +6
Swim: -3 Fear of Water, +0 STR, +0 END = -3
Fear: +5 Torc, +3 WLP, +3 Iron Will = +11
Spell Save: +3 WLP, +3 Iron Will, +2 Magic Resistance = +8
Ensorcelled Aurum Khopesh 1d8
Crafted by Ellis. INT for Strike and Damage. Paragon+2 by Viola.
Strike: +12 INT = +12
Damage: +12 INT = +12
Dragon Staff 2d4 or 1d4/1d4
Made from a large blue dragon bone, wrapped in scales and topped with the fearsome image of a dragon, this staff radiates power. Each dragon staff is linked to one type of chromatic dragon: black, blue, green, red, or white (BLUE). All the spells that can be cast using the staff are tied to that choice. Any energy types chosen by spells from the staff must match the type as well - Blue / Electricity
It has 3 charges per day that can be used:
1 Charge = Fly for up to 20 minutes per day.
2 Charges = Gain a +5 DEF against Electricity/Lightning.
3 Charges = The dragon's head on the top of the staff releases dragon breath, doing 2d5 damage.
[Worth: 7,000gp][Magic Item or Weapon]
Strike: +12 INT Tactician's Sense = +12
Damage: +0 STR = +0 DMG
General Magic
Strike: +12 INT = +12
Damage: +12 INT, +5 Surge of Power = +17 DMG
Innate Spell: Call to Seneferu
Strike Boost: (Sapphire) +2
A R M O R
Spidersilk Swathes (Light), +13 DEF
Charming Beauty, +3 DEF
Ring of Shields +3 DEF
+19 DEF
Spidersilk Swathes (Light), +13 DEF
Charming Beauty, +3 DEF
Ring of Shields +3 DEF
+19 DEF
G E A R
(head) Keffiyeh of Thanes [Head]
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.
[Worth: 1000gp]
(face)
(neck) Torc of the Lionhearted
Each end of this heavy copper neckwear bears the image of a snarling lion.
It gives the wearer a bonus of +5 against any rolls against fear effects.
[Worth: 2000gp]
(torso/body) Corset of Dire Hexing
(Hex Skill Needed)
This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire hexing allows you to re-use any one of your hexes during the adventure that you've already used. Normally, you may only use your hex once per adventure.
[Worth: 7,000gp]
(armor) Spidersilk Swathes
(cloak/shoulders) Fizzwinken's Defensive Blackout Terra-Thawb [Cloak]
This black desert robe seems to be crusted along the hem with sand, and is intricately embroidered at the sleeves and neck with tiny golden scarabs. Once per day, in darkness or shadowy illumination, the wearer can draw up the hood to gain total concealment for up to 10 minutes out of combat, or one round in combat. If used in combat, the wearer can attack without revealing her location. The robe does not work in bright light, and such light reveals a wearer within its area. Wearing this robe also provides 5 points of defense in the form of absorbing the first 5 points of damage a person takes. An inside pocket is always full of a handful of desert sand.
(waist)
(legs)
(arms/wrist) Sleeves of Many Garments
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
(hands)
(feet)
(body mod) Glyph of Restoration
This tattoo appears as an ancient symbol meaning 'energy' and looks like a tribal letter M, with the lower extensions of the glyph often taking on claw like marks. When activated, the glyph glows with a bright green light for a few seconds, and the bearer has their hit points fully restored. This can be used once per day only.
C O N S U M A B L E S
(1) Darksight Potion (3 Hrs, See 60 feet in darkness, but black and white)
(2) 1 Slice of Brayflox Super Deluxe Special Goblin cheese. (Heals 5 HP per bite. Enough cheese for 4 bites each slice.)
(3) 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.
(4) Eggnog Potion (2 Potions): Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable.
(5)
M A G I C I T E M S
(1) Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
(2)
(3) Chronocharm of the Celestial Wanderer [Neck]
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,000gp]
(4) Bountiful Bottle [Magic Item]
This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water. When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components or poisons). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container.
[Worth: 3,500gp]
(5) Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200gp]
F R E E I T E M S
(1) Obsidian Heart Ring
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.
(2) Obsidian Heart Insignia
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.
(2) 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.
Zahra wears hers as a cloak clasp on her burnoose.
Zahra wears hers as a cloak clasp on her burnoose.
B O O K S
(1) Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 4,500gp]
(2)
(3)
(1) Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 4,500gp]
(2)
(3)
RINGS
(1) Ring of Assimilation [Ring] Darkvision 60 feet
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.[Worth: 2,000gp]
Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000gp]
(2) Ring of Shields [Ring] +3 DEF
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield.
This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
(1) Ring of Assimilation [Ring] Darkvision 60 feet
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.[Worth: 2,000gp]
Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000gp]
(2) Ring of Shields [Ring] +3 DEF
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield.
This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
HOME ITEMS
(1) Staff of Chaos [Magic Item] or [Weapon 2d4]
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
[Worth: 2000gp]
(2) Serren Longbow