Post by amariedarkrose on Apr 27, 2015 23:21:23 GMT -5
Color--Blue
Name: Alexis Darkrose
Screen Name: alexisdarkrose
Married to Gabriel Mallaose Sept 13th 2015
Alignment: Chaotic Neutral
Reputation:
Gold: 51,150
Race: "Mixture"
Racial Weakness:
Languages: Common, Elven, Eirchaic, and Drow
Country of Origin: Off-World
Chosen Deity: N/A
Primary Class: Combat
Class Bonus: 1d extra 1/combat
Primary Profession: Knight
Profession Bonus: "Knight's Armor" ( Chain Mail +18, -5 init Penalty)
"Pillar of Strength" (+2 Strike, Saves, or +2 Checks during combat. )
Secondary Class: Arcane
Class Bonus: +2 Spell DC
Secondary Profession: N/A
Profession Bonus: N/A
Rank: Emerald Shield
Dice: 2d78
Defense DC: 24 (10 + quickness)
Hit Points: 46 (Half-Dice = 39, Endurance = 2, Willpower =5, Diehard = 5)
Physical Strike: +12 (qck)
Magical Strike: +3 (int)
Melee Damage: +12 (qck [ dex. fighter] )
Ranged Damage: +12 (qck)
Magic Damage: +3 (int)
Add to Spell's DC (Mages): +3 (int)
Save agst Magic: +5 (will)
Strength [4]
Quickness [12]
Endurance [2]
Willpower [5]
Intelligence [3]
Perception [0]
Charisma [0]
Flaws
1.
2.
3.
Skills
(racial) Scent
(racial) Self-Healing [ Emerald - 22 ; Ruby - 26; Obsidian 30 ]
(racial) Shapeshifting
(combat) Combat Affinity
(flaw)
(crystal) Dextrous Fighter [ qck to dmg rather than str ]
(crystal) Brutal Deception [extra 1d 1x day]
(crystal) Claw Strike [ 1d4/1d4 natural (claw) attack ]
(crystal) Razortusk [ 1d4 dmg + strength]
(crystal) Weapon Alteration [+2 to dmg]
(flavor-c) Daywalker
(flavor-c) Fireblood [ +5 Self-Healing Points ]
(flavor-c) Smell Fear [ +5 Intimidation agst targeted (fearful) creature ]
(profession-p) Coat of Arms
(topaz) Armor Mastery [ Ignore Initiative penalty for medium and heavy armor ]
(topaz) Deep Draw [ 1d extra 1/combat on ranged attack ]
(topaz) Bowling Bash [ Upon successful strike - cause second opponent to take same damage ]
(flavor-t) Synesthete [ +2 visual, +2 listen]
(amber) Bastion of Strength [ double roll ]
(amber) Born by the Blade [ Amber: +1 to strike, Sapphire: +2, and Obsidian +3 ]
(amber) Darksight [ see in darkness up to sixty feet. ]
(flavor-a) Gallant [ +5 on Diplomacy, Knowledge (nobility), and insight checks ]
(sapphire) Diehard [ +5 HP ]
(sapphire) Blindfight [ Ability to react while blinded/complete darkness ]
(sapphire) Sidestep [ Evade ]
(flavor-s) Acrobatic [+5 to Acrobatic Checks ]
(emerald) Arcane Image [ evade ]
(emerald) Distract [ +3 Def for duration of combat ]
(emerald) True Seeing[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 hidin]
(flavor-e) Teleport
-----------------------------------------------------------
Weapons with dice effects / enchantments:
Primary Weapon:Fizzwinken's Armor-Piercing Transformative Bow-Blade
This incredible weapon is as beautiful as it is functional. It has the ability to take the form of a magnificent curved blade, or a composite longbow. In either form, the weapon does 3d10 damage and is accented with golden filigree and inset with ruby chips and has dragonskin grips. In either form, the blade grants the owner a +5 to Disguise checks, and when the weapon is in hand, the owner's mind is unable to be read. Whenever this weapon touches (or wounds in combat) a creature that is in anything other than his natural form, it returns the target to its true shape; such as a dragon in human form, a lycan, a polymorphed creature, doppleganger, etc. Additionally, once per combat, you may delay a full turn to study your. On your next turn, roll your ranged or melee Strike (depending on what form the weapon is in). If you hit, roll 1dX where X is the targets maximum HP. You deal that much lethal damage to the target.
Secondary Weapon: Rapier of Disarming [ ☼☼ (Disarm [skill] x3] ) ]
This extraordinary rapier (1d5) is made of a special alloy composed of white gold mixed with cold iron, mithral, and yellow gold. Strands of precious metals, like a myriad of capillary veins, run along the length of these elegant blades. The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner. Rumors say no two rapiers of disarming are the same. This weapon grants the skill "Disarm", but it allows you to use the skill up to three times in one combat. Also because of the unique makeup of the material, this weapon counts as "gold", "cold iron" and "mithral".
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Light Steel Shield [+2 Def] 1500gp
Head:
Face:
Neck: Amulet of Armor (+3 Def)
Torso: Shirt of Chain [Torso]
Shirt of Chain [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
Shirt of Chain: DR 5/piercing
[Worth: 13,000gp]
Body (Armor): Ninja Chainmail (+18 Def [w/ +13 Magic Ward, +5 Shadow])
Cloak:
Waist: Anacoda Coils [belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000gp]
Arms/Wrist: Fizzwinken's Midnight Battle Mechanism of Fury
These black bracers have delicate elven runes etched upon them, one reading 'swift defeat' and the other 'vengeance'. Once per adventure, when the wearer takes damage from a target, he enters a primal rage and may cry out, “Death to those who wrong me!”, swearing vengeance against the attacker. The wearer then gains a +1 bonus on strike rolls and willpower saves against that target, and deals an additional 1d of weapon damage on successful weapon attack rolls (so a 1d6 is now 2d6) against the target. Once per combat, you may roll your combat dice twice against this particular chosen enemy. For the duration of the effect, the wearer takes a –2 penalty on strike rolls against any target other than his sworn enemy, and spellcasting is impossible during this primal rage. The strike bonus, extra weapon dice and penalties last for one full adventure or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 48 hours have passed.
Hands:
Feet:
Body Modification:
-------------------------------------------------------------------------------------------------
Rings: (Up to two active)
1. Ring of the Darkhidden [Ring]
The wearer of this ring is invisible to darksight.[Worth: 2000gp]
2.Ring of Disease Detection [Ring]
This ring allows you to touch a creature and determine if they are diseased or not. Adventurers who frequent brothels covet these rings!
3.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:
Things not being used
Ringblade [Weapon]
This shortsword (1d5) has a small gap at the base of the blade nearest the hilt where a magical ring can be secured. Once a ring is fitted to the slot, the sword's wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings. Alternatively, the sword's wielder can fit a ring made of a specific metal like adamantine or cold iron into the slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring.
Half-Plate +33 DEF (Heavy) w/ Pornographic Engravings
Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal
Consumables: (Up to five types, no limit on how much of each type.)
1 Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
2.(1) Potion of Waterbreathing: This potion allows you to breathe underwater for 30 minutes.
3. Blood of the Mad Cultist:
This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
4.Incense of Hedging Vermin [Consumable]
This alchemical item when burned creates an invisible barrier that prevents vermin of Sapphire level or below from entering the area within a 20 foot radius, higher level vermin must roll a Willpower DC18 to cross the barrier, but inside the area they suffer a -2 to Strike Rolls. It lasts one full combat, or for 15 minutes outside of combat. (Two Uses)
5.Cure Disease 500gp | 125gp | 1CP
The imbiber is cured of any disease.
Color: Blood Red | Smell: Pungent | Texture: Smooth | Flavor: Bland
Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
Magical Pack Items (Up to five magical / wondrous items.)
1.Rezz Locket [Neck]This special locket is made to hold a rezz coin. It enables a rezz coin to be used THREE TIMES before it's magic runs out. Once the rezz coin's magic is run out you must purchase a new Rezz Coin and place it in the locket.
[Worth: 10,000gp] Coin--1/3
2.-Burning Robe 12,000gp
This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric’s slick surface. The robe grants the wearer +5 DEF against Fire and all fire-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of fire as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of fire damage.
[Worth: 10,000gp]
3.-- Good Luck Charm [Various]
The item consists of the severed foot of a small, furred animal attached to a simple brass cap. On the back of the cap is a loop that can be used to suspend the item from a necklace or slender chain. Once per day this charm can be clasped in the hand, providing a +5 bonus to any one saving throw, or a +5 bonus to a tactic or talent check for any skill not based on Intelligence.
[Worth: 5000gp]
4. 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.
5.-Gravewatch Pendant [Neck]
Favored by the Mourners of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a —1 penalty on all strike rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —2 penalty on all strike rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +5 bonus on Perception checks to detect a creature wearing this pendant.
[Worth: 10,000gp]
Cure Disease 500gp | 125gp | 1CP
The imbiber is cured of any disease.
Color: Blood Red | Smell: Pungent | Texture: Smooth | Flavor: Bland
Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
Scrolls
Scroll of Heal All 1,000gp
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
[Slot: Scroll Case OR Consumables]
6 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.
Mundane (non-magical pack Items
Gold Ring set with a Diamond
- Crystal Decanter of Brandy (worth 500gp)
- Ivory Fertility Statue (worth 1500gp)
This carved statue in the form of a woman grants fertility to any woman within 30 feet of the statue.
Black Ruby Staff of Discordance: This black horned staff with a ruby on top, amplifies the natural feelings of the wearer as follows:
Happiness - The character is extremely happy and at peace, often avoiding fighting.
Anger - The character lashes out, verbally or physically, and has delusions of invincibility.
Sadness - The character becomes lazy and morose and will whine to anyone who will listen.
The character will adamantly refuse to let go, give up, or trade the staff. Though while under the sadness effect, they can give the staff away to someone who is willing to take it
.Proxas Card: This card, when used will summon the Puzzle Master 'Proxas the Faint' who can be used for one hint on any puzzle (DM allows) in any OH Quest or Mission. The card burns up after use.
Other Information: (You can put age, description, status, children, etc)
Telepathically Bonded to Gabriel Reaver Mallaose
Mother of Ayashe Victoria Mallaose
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Name: Alexis Darkrose
Screen Name: alexisdarkrose
Married to Gabriel Mallaose Sept 13th 2015
Alignment: Chaotic Neutral
Reputation:
Gold: 51,150
Race: "Mixture"
Racial Weakness:
Languages: Common, Elven, Eirchaic, and Drow
Country of Origin: Off-World
Chosen Deity: N/A
Primary Class: Combat
Class Bonus: 1d extra 1/combat
Primary Profession: Knight
Profession Bonus: "Knight's Armor" ( Chain Mail +18, -5 init Penalty)
"Pillar of Strength" (+2 Strike, Saves, or +2 Checks during combat. )
Secondary Class: Arcane
Class Bonus: +2 Spell DC
Secondary Profession: N/A
Profession Bonus: N/A
Rank: Emerald Shield
Dice: 2d78
Defense DC: 24 (10 + quickness)
Hit Points: 46 (Half-Dice = 39, Endurance = 2, Willpower =5, Diehard = 5)
Physical Strike: +12 (qck)
Magical Strike: +3 (int)
Melee Damage: +12 (qck [ dex. fighter] )
Ranged Damage: +12 (qck)
Magic Damage: +3 (int)
Add to Spell's DC (Mages): +3 (int)
Save agst Magic: +5 (will)
Strength [4]
Quickness [12]
Endurance [2]
Willpower [5]
Intelligence [3]
Perception [0]
Charisma [0]
Flaws
1.
2.
3.
Skills
(racial) Scent
(racial) Self-Healing [ Emerald - 22 ; Ruby - 26; Obsidian 30 ]
(racial) Shapeshifting
(combat) Combat Affinity
(flaw)
(crystal) Dextrous Fighter [ qck to dmg rather than str ]
(crystal) Brutal Deception [extra 1d 1x day]
(crystal) Claw Strike [ 1d4/1d4 natural (claw) attack ]
(crystal) Razortusk [ 1d4 dmg + strength]
(crystal) Weapon Alteration [+2 to dmg]
(flavor-c) Daywalker
(flavor-c) Fireblood [ +5 Self-Healing Points ]
(flavor-c) Smell Fear [ +5 Intimidation agst targeted (fearful) creature ]
(profession-p) Coat of Arms
(topaz) Armor Mastery [ Ignore Initiative penalty for medium and heavy armor ]
(topaz) Deep Draw [ 1d extra 1/combat on ranged attack ]
(topaz) Bowling Bash [ Upon successful strike - cause second opponent to take same damage ]
(flavor-t) Synesthete [ +2 visual, +2 listen]
(amber) Bastion of Strength [ double roll ]
(amber) Born by the Blade [ Amber: +1 to strike, Sapphire: +2, and Obsidian +3 ]
(amber) Darksight [ see in darkness up to sixty feet. ]
(flavor-a) Gallant [ +5 on Diplomacy, Knowledge (nobility), and insight checks ]
(sapphire) Diehard [ +5 HP ]
(sapphire) Blindfight [ Ability to react while blinded/complete darkness ]
(sapphire) Sidestep [ Evade ]
(flavor-s) Acrobatic [+5 to Acrobatic Checks ]
(emerald) Arcane Image [ evade ]
(emerald) Distract [ +3 Def for duration of combat ]
(emerald) True Seeing[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 hidin]
(flavor-e) Teleport
-----------------------------------------------------------
Weapons with dice effects / enchantments:
Primary Weapon:Fizzwinken's Armor-Piercing Transformative Bow-Blade
This incredible weapon is as beautiful as it is functional. It has the ability to take the form of a magnificent curved blade, or a composite longbow. In either form, the weapon does 3d10 damage and is accented with golden filigree and inset with ruby chips and has dragonskin grips. In either form, the blade grants the owner a +5 to Disguise checks, and when the weapon is in hand, the owner's mind is unable to be read. Whenever this weapon touches (or wounds in combat) a creature that is in anything other than his natural form, it returns the target to its true shape; such as a dragon in human form, a lycan, a polymorphed creature, doppleganger, etc. Additionally, once per combat, you may delay a full turn to study your. On your next turn, roll your ranged or melee Strike (depending on what form the weapon is in). If you hit, roll 1dX where X is the targets maximum HP. You deal that much lethal damage to the target.
Secondary Weapon: Rapier of Disarming [ ☼☼ (Disarm [skill] x3] ) ]
This extraordinary rapier (1d5) is made of a special alloy composed of white gold mixed with cold iron, mithral, and yellow gold. Strands of precious metals, like a myriad of capillary veins, run along the length of these elegant blades. The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner. Rumors say no two rapiers of disarming are the same. This weapon grants the skill "Disarm", but it allows you to use the skill up to three times in one combat. Also because of the unique makeup of the material, this weapon counts as "gold", "cold iron" and "mithral".
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Light Steel Shield [+2 Def] 1500gp
Head:
Face:
Neck: Amulet of Armor (+3 Def)
Torso: Shirt of Chain [Torso]
Shirt of Chain [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
Shirt of Chain: DR 5/piercing
[Worth: 13,000gp]
Body (Armor): Ninja Chainmail (+18 Def [w/ +13 Magic Ward, +5 Shadow])
Cloak:
Waist: Anacoda Coils [belt]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
[Worth: 7,000gp]
Arms/Wrist: Fizzwinken's Midnight Battle Mechanism of Fury
These black bracers have delicate elven runes etched upon them, one reading 'swift defeat' and the other 'vengeance'. Once per adventure, when the wearer takes damage from a target, he enters a primal rage and may cry out, “Death to those who wrong me!”, swearing vengeance against the attacker. The wearer then gains a +1 bonus on strike rolls and willpower saves against that target, and deals an additional 1d of weapon damage on successful weapon attack rolls (so a 1d6 is now 2d6) against the target. Once per combat, you may roll your combat dice twice against this particular chosen enemy. For the duration of the effect, the wearer takes a –2 penalty on strike rolls against any target other than his sworn enemy, and spellcasting is impossible during this primal rage. The strike bonus, extra weapon dice and penalties last for one full adventure or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 48 hours have passed.
Hands:
Feet:
Body Modification:
-------------------------------------------------------------------------------------------------
Rings: (Up to two active)
1. Ring of the Darkhidden [Ring]
The wearer of this ring is invisible to darksight.[Worth: 2000gp]
2.Ring of Disease Detection [Ring]
This ring allows you to touch a creature and determine if they are diseased or not. Adventurers who frequent brothels covet these rings!
3.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:
Things not being used
Ringblade [Weapon]
This shortsword (1d5) has a small gap at the base of the blade nearest the hilt where a magical ring can be secured. Once a ring is fitted to the slot, the sword's wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings. Alternatively, the sword's wielder can fit a ring made of a specific metal like adamantine or cold iron into the slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring.
Half-Plate +33 DEF (Heavy) w/ Pornographic Engravings
Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal
Consumables: (Up to five types, no limit on how much of each type.)
1 Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
2.(1) Potion of Waterbreathing: This potion allows you to breathe underwater for 30 minutes.
3. Blood of the Mad Cultist:
This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
4.Incense of Hedging Vermin [Consumable]
This alchemical item when burned creates an invisible barrier that prevents vermin of Sapphire level or below from entering the area within a 20 foot radius, higher level vermin must roll a Willpower DC18 to cross the barrier, but inside the area they suffer a -2 to Strike Rolls. It lasts one full combat, or for 15 minutes outside of combat. (Two Uses)
5.Cure Disease 500gp | 125gp | 1CP
The imbiber is cured of any disease.
Color: Blood Red | Smell: Pungent | Texture: Smooth | Flavor: Bland
Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
Magical Pack Items (Up to five magical / wondrous items.)
1.Rezz Locket [Neck]This special locket is made to hold a rezz coin. It enables a rezz coin to be used THREE TIMES before it's magic runs out. Once the rezz coin's magic is run out you must purchase a new Rezz Coin and place it in the locket.
[Worth: 10,000gp] Coin--1/3
2.-Burning Robe 12,000gp
This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric’s slick surface. The robe grants the wearer +5 DEF against Fire and all fire-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of fire as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of fire damage.
[Worth: 10,000gp]
3.-- Good Luck Charm [Various]
The item consists of the severed foot of a small, furred animal attached to a simple brass cap. On the back of the cap is a loop that can be used to suspend the item from a necklace or slender chain. Once per day this charm can be clasped in the hand, providing a +5 bonus to any one saving throw, or a +5 bonus to a tactic or talent check for any skill not based on Intelligence.
[Worth: 5000gp]
4. 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.
5.-Gravewatch Pendant [Neck]
Favored by the Mourners of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a —1 penalty on all strike rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —2 penalty on all strike rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +5 bonus on Perception checks to detect a creature wearing this pendant.
[Worth: 10,000gp]
Cure Disease 500gp | 125gp | 1CP
The imbiber is cured of any disease.
Color: Blood Red | Smell: Pungent | Texture: Smooth | Flavor: Bland
Remove Curse 500gp | 125gp | 1CP
The imbiber has one curse removed.
Color: Pale Yellow | Smell: Pungent | Texture: Smooth | Flavor: Salty
Scrolls
Scroll of Heal All 1,000gp
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
[Slot: Scroll Case OR Consumables]
6 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.
Mundane (non-magical pack Items
Gold Ring set with a Diamond
- Crystal Decanter of Brandy (worth 500gp)
- Ivory Fertility Statue (worth 1500gp)
This carved statue in the form of a woman grants fertility to any woman within 30 feet of the statue.
Black Ruby Staff of Discordance: This black horned staff with a ruby on top, amplifies the natural feelings of the wearer as follows:
Happiness - The character is extremely happy and at peace, often avoiding fighting.
Anger - The character lashes out, verbally or physically, and has delusions of invincibility.
Sadness - The character becomes lazy and morose and will whine to anyone who will listen.
The character will adamantly refuse to let go, give up, or trade the staff. Though while under the sadness effect, they can give the staff away to someone who is willing to take it
.Proxas Card: This card, when used will summon the Puzzle Master 'Proxas the Faint' who can be used for one hint on any puzzle (DM allows) in any OH Quest or Mission. The card burns up after use.
Other Information: (You can put age, description, status, children, etc)
Telepathically Bonded to Gabriel Reaver Mallaose
Mother of Ayashe Victoria Mallaose
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)