Post by rageofnocturne@aol.com on May 1, 2015 0:38:32 GMT -5
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Name:
Vincent Ryan
Screen Name:
rageofnocturne@aol.com
Titles:
Wandering Emerald Bad Ass Member
Alignment:
Chaotic Good
Languages: Common, ,Ilyan, Feral (free), Bestial, Black Tongue ,Elven (mid summer game grand prize)
Country of Origin: Mythily
Description:
Personality:
TFM Special Drawback/Boon: Forced to shift in Full moons light x3 days + 1 Perception
Current Rank:
Ruby Captain
Current Dice:
2d13
Current Hit Points:
50 (base 35 + Wlp 10 + Diehard 5)
Defense DC:
24 (Qck +13 + monk tattoo)
Total Defense: 30 mundane 30 magic
Total Unarmed Damage: 45 normal (+10 tatto0s +5 monk+24 master +2 ki straps +4 calm)
Total Armed Damage: 23 normal
Traits
Strength 0 | Quickness 13* | Endurance 0 | Willpower 9 | Intelligence 0 | Perception 10 | Charisma 0 |
Talents & Tactics
Diplomacy +1 | Intimidation -2 | Bluff +3 | Disguise -2 | Stealth +13 | Insight +26 |
Spot +16 | Listen +16 | Athletics +5 | Climb +5 | Jump +5 | Swim +5 |
Acrobatics +18 | Tumble +18 | Balance +18 | Disable Traps +13 | Lockpicking +13 | Thievery +13 |
Locate Traps +11 | Escape +13 | Sleight +13 | Appraise +11 | Gather Info +8 | Knowledge - |
Ride +9 | Nature - | Use Object +13 | Search +15 | Hide +13 | Willpower +9 |
Talent: Pass 1 Listen/day
Primary Class:
Devout
Class Bonus:
Holy Symbol: +2 to saves against magic
Primary Profession:
Monk
Profession Bonus:
"Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is treated like magical damage and gives a +5 DMG to all unarmed damage rolls. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Secondary Class:
Support
Class Bonus:
+2 non combat skills
Secondary Profession:
Healer
Profession Bonus:
"Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Race: Were Shark (Lycan)
Racial Weakness (if applicable): Silver x2
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Racial Skill:Self Heal- Ruby -13
Obsidian - 15
Racial Skill: Bestial Fury : A shapeshifter may shift into their hybrid
or "war" form or their beast form, and for the duration of being in this shifted
form, you gain a +5 DMG.
Flavor: Fireblood : The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of 5 healing points when you take this skill, but allows you to use your Self-Heal Skill in this manner (fireblood healing).
Flavor:Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
Flavor:Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
1.Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
2.Claw Strike : You are a type of creature that has claws, and when you choose to use those claws you use them as weapons of 1d5 per hand (2d5 for both hands). Claw Strike does not work if you are using an unarmed tech or weapon with the same hand/s. This is a constant effect skill. Whatever trait you use for melee, you use with this skill; ie. If you have Dexterous Fighter you'd use QCK for damage. This is considered your weapon, and you may enchant your claw strike up to five points of enchantments total as if this was a tech of 2d5 dmg.
3. Darksight : The ability to see in total darkness up to 60 feet. This is a constant effect.
4. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
5.Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
6. Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
7. FTopaz)Keen Memory : You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
8.Topaz)Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5.
9.Topaz)Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
10.Topaz)Rain of Flowers: The monk is able to perform a counterattack immediately upon being attacked. The monk reacts to the attack and rolls their dice as well as any unarmed tech dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they
have up to +5 and any applicable trait bonus.
11. Monk)Paralyzing Palm: The monk summons forth all the skill harnessed during those countless hours of training. In a furious assault of rapid strikes, the Monk leaves their opponent stunned. Once per combat, target loses as many turns as allowed by rank. A willpower save is given every round of DC10 + the monk's quickness.
12. FAmber) Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
13. Amber) Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
14.Amber) 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.
15. Amber) Ki Focus : You have reached the very apex of your training. The sum of your lessons, the ability to siphon out all the commotion in combat and narrow your attention to that one moment. Focusing on nothing but your strike, you channel all your inner energy into one devastating attack. Rolling your combat dice twice, once per combat.
16. FSapphire) Piercing Thought: So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks, and allows the monk to auto-pass one Insight check per day.
17. Sapphire) Steel Soul: A steel soul monk has chosen to forgo the use of unarmed attacks and instead chooses a weapon to use, which gains all the boosts from the Monk Profession's "Chi Blow" ability.
18. Sapphire) Preemptive Strike : Like reading the scriptures upon which your lessons were inscribed, you too read the subtle movements of your opponent. You are able to see the method of their attack, which allows you to reach out and deliver a strike of your own before they connect their attack. Once per combat, you may turn the damage meant for you back upon your attacker.
19. Sapphire) Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your damage trait bonus for every attack you make with your techs. This is a constant skill and replaces Unarmed Focus in your skill list.. (unarmed Focus replaced)
20. Support) Rezz the Dead : You know how to pull the spirit of a dead creature back to their body, giving them a second life. The target loses an OH rezz.
21. Support) Improved Rezz : Once per day you may rezz a creature without them losing any of their five OH rezzes. At Emerald Rank, you may rezz twice a day. At Ruby, three times a day. At Obsidian, it is unlimited.
22. Free) Back to Back: [Teamwork]
Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target.
23. Summer grand prize)Healing Affinity : You have the ability to heal yourself, and others.
Ruby - 65
Obsidian - 75
24. FSummer grand prize) Reputation Precedes : You are well known (either hero or villain) and that grants you one contact in whatever city/organization you wish. (Arrange with tesarikone) As you gain rank, you gain one more contact for each gemstone rank you gain after taking this skill.
25. FEmerald)Deduction: The character has great powers of observation and can make an Insight check to make a deduction about a person after observing him for 1 minute. This deduction yields one of the following facts: target’s class and profession, target’s dice level, one trait level, one skill, or one non-obvious trait or talent.
26. Emerald) Healing Shift: When you shift from one form to another, you are able to heal yourself of all damage, once per day.
27. Emerald) Diagnose : The Diagnose skill allows a healer to determine if a subject is afflicted with any diseases or internal injuries, and to check the general state of the subject’s health. You are able to detect any injuries, diseases, poisons, illnesses or other afflictions affecting the subject, as well as know how close to death they may be (hit points). This is an innate skill.
28. Emerald) Will of the Divine: You are a divine spellcaster, and your magical power is pulled from your willpower, instead of your intelligence. This allows Devout Class spellcasters to use WLP for anything magic-wise that would normally use INT including strike, damage, and spell DC's. This is an innate skill.
29. FRuby) Vow of Charity: A healer who takes this vow is less able to heal themselves, but gains a boost in healing others. Those who take this vow dedicate their lives to protecting those who can't protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Half your self-heal points are now used for healing others, leaving you only half to heal yourself. So, if you have 12 points of self-healing, you now may only use 6 points to heal yourself and the other 6 are now able to be used to heal others.
30. Ruby) Twisted Avalanche: When a monk is outnumbered, that is not always a bad thing, many monks have learned a fighting stance that allows them to hit more than once target in a round. Once per combat the monk may roll a 1d4 to attack additional enemies in one round.
31. Ruby) Crane Riposte: When you use the Crane Wing skill, you may make an immediate counter attack upon the target after evading the damage, one per combat.
32. Ruby)Healing Circle : All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure and does not take any of your normal healing points.
33. Healer) Combat Medic : A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic has up to 10hp outside of their normal healing point pool to heal during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. This is mundane first aid, it is not positive energy. You may use Combat Medic once per combat.
34. Healer) Mercy: A healer can select one mercy per gemstone rank beginning at Topaz, please mark this clearly on your dossier. Each mercy adds an effect to the healer's ability to heal. Whenever the healer expends healing points to heal damage to one target, the target also receives the additional effect from whatever mercy the healer chooses to use. You may only use each of your mercies once per adventure.
-Remove Curse (Amber)
-Remove Disease (Sapphire)
-Remove Magical Poison (Emerald)
-Regrow Lost Limb (Obsidian)
35.Devout) Psionic Affinity: may use magic with your mind.
36. Monk) Healing Kick: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat that can go above their allowed defense.
37. Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
38. You're Shitting Me! This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
Flaws
Bad with Animals (Animals usually run away or attack him in fear.)
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Distinctive(Scar on right side of face)
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Intolerance(Alchemists)
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Weapons with dice effects / enchantments:
Primary Weapon:Feral Lunge- 1d8
Secondary Weapon: Legacy Blades of Fear [Weapon] ☼ ☼ ☼ 4d5 (Must Have Dual-Wield)
These are two shortswords (2d5, 2d5) which must be used together by someone with Dual-Wield, which when used cause the chosen opponent to suffer from being struck by a sudden wave of fear while in the blade's presence if they fail a Willpower Check of DC15, causing them to become Shaken (-1 to all Rolls). If they fail the first check, on your second turn against the same target, they must again make a Willpower Check of DC16, if they fail they are now Frightened (-2 to all Rolls). If they fail both checks, then on your third turn against the same target you may force another Willpower Roll of DC17, if they fail they are now Terrified (-3 to all Rolls). Those who are immune to fear cannot be effected by these blade's magic. The blades must remain unsheathed for the magic to work. The sheaths act as a filter for the effect of the blades. The fear is inflicted via a red smoke which comes from the blades of the swords, forming into images of creatures and things that frighten the target. You may only have this ability working on one target at a time. The hilts are made of bone and are leather bound to crimson blades which hold enchanted engravings.
*Poisoned- turned blades magenta
*Dual Wield- When wielding owner gains dual wield skill.
[Worth: 12,500gp]
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Shapeshifter's
Medallion (Earring)
This medallion
can be worn around the neck, as a bracelet, anklet or even on a ring and it
remains on the shapeshifter after they shift, but it causes all
non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's
body, but allows all enchantments to still work in shifted form. This includes
things like a magical hat, your belt, your shoes, your torso item, your neck
item etc to be able to use the enchantment.
Face: Such as eye lenses, glasses, goggles, masks. Rune of Healing (tattoo'd along his scar.)
This temporary tattoo is in the form of a chosen healing rune (depending on your tradition). It grants the ability to heal up to 10hp per day, either at one time or split up as long as the total healing points expended is not over 10. You may use this 10 times before the tattoo fades away. [TEN USES]
Neck: Such as amulets, medallions, torcs, necklaces. 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]
w/Rezz Coin-This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work. x3 uses
Torso: Such as shirt, vest, vestments or tabards. Hair Shirt of Defense [Torso]Layers of coarse brown horsehair make up this stiff, crudely woven shirt. A hair shirt of suffering provides a +2 DEF bonus to your armor. This is a continuous effect and requires no activation. You may wear this shirt on your torso beneath other armor. +4 magical def
[Worth: 1000gp]
Body (Armor): Such as armor, or robe. Fizzwinken's Chimerical Morphing Battle Suit
This magnificent set of +24 DEF/+13 Magical DEF medium armor is crafted of plates of chimera bone, as well as chimera hide. While most of the plate armor is made of bone, the pauldrons and cuirass are crafted with thick chimera hide over bone. The head of a roaring lion appears on the front of the cuirass. The armor is covered with small dragon teeth from the dragon head of the chimera, causing +5 damage to enemies to get too close such as in a grapple (Rending). The bone and hide bracers of this suit of armor bear silver-inlaid etchings depicting the chimera itself, and when worn with the armor grant an additional +2 DEF for a total of +27 DEF. This armor is enchanted with Shifter, and Emperor's Armor. When wearing the bracers, the wearer also is granted three additional powers, using only 3 charges per day:
Dragon: (1 Charge) This grants one cone of fire breath doing 1d6 damage.
Goat: (2 Charges) This grants a bull rush strike, if you pass the bull rush you may do 2d6 bludgeoning damage.
Lion: (3 Charges) This grants a roar that does 1d6 sonic damage to up to 3 enemies, as well as deafening the targets for 1d3 rounds, a DC15 Endurance negates the deafness.
w/shifter- stays in use when shifted
w/emperors armor- appears as any type of clothing
w/ rending- +5 dmg to enemies who get too close/ grapple
w/ Magically warded- +13 magical def
Cloak: Such as a cloak, cape, or mantle. Cloak of Weaponry [Cloak]
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
[Worth: 2,000gp]
- Albedo x3 uses
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken.
Color: White | Smell: Sharp | Texture: Thick | Flavor: Tangy
-Scroll of Heal All
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
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Waist: Such as a belt or scarf, or girdle. Monk Tattoo
This tattoo is usually of an animal or beast considered important to the monks of a given monastery or school. Examples include tiger, dragon, snake, crane, monkey, and so on. (Chimera)
Stage I: This gives a monk an additional +5 DMG to their unarmed strike bonus.
Stage II: This gives the monk a +4 to their Defense, this defense rating cannot raise above your normal cap. It defends against mundane or magical attacks.
Stage III: This gives the monk a +1 bonus to their Def DC while in combat, this does not give any Quickness trait points, just the defense DC.
Legs: Tassets of Adaptation- +3 def magic and mundane
These Tassets allow a person to survive in whatever circumstance (per DM) that they find
themselves in. It does NOT give immunity to elemental attacks, but it does allow
you to breathe fine in smoke, or breathe underwater, or stay cool in the heat,
or stay warm in the freezing cold.
Arms/Wrist: Such as bracers, bracelets.Caduceus Bracers [Arms/Wrist] +6 magic def
The wearer of these white leather bracers can sacrifice 5 points healing in order to remove 1 point of trait damage or the effect shaken, dizzy, or ill. You may use 10 points of healing to remove frightened, nauseated or fatigued. You may use 15 points of healing to remove terrified, sickened or exhausted.
[Worth: 13,500gp]
Hands: Such as gloves, gauntlets, wrappings or one glove. Fizzwinken's Curative Vitality Bashing Unit
These grey leather and silk fingerless gloves are embroidered with white sigils of healing along the back of the hand. They are extremely comfortable. Wearing these fingerless gloves adds +2 to unarmed damage during combat. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
Feet: Such as sandals, boots, or shoes.Feather Boots [Feet]
These unremarkable brown boots are lined with tiny feathers of varying flying beasts. They allow you to take another non-attack action during one round, once per combat. It could be used to do healing, cast another non-attack spell, move a distance that requires a round, imbibe a potion, reload your weapon, pick up a dropped weapon or turn tail and run if you know your outdone, etc.
[Worth: 6,000gp]
Body Modification: Such as tattoos, piercings. Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Rings: (Up to two active)
1.The Doctor's Biodamper Ring: This simple ring has the power to make you unable to be scryed upon, or found by any search spell or skill.
2. Ring of Assimilation [Ring]
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]
w/Ioun Stone (dark blue rhomboid) [Magic Item]
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
Free slot item: 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.
Free slot item: 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.
Consumables: (Up to five types, no limit on how much of each type.)
1.Rune of True Resurrection (Bright Green Emerald)
This rune will rezz a creature even if there is no body available, and with no time limit needed. Even if someone has died many years ago, they can still be rezzed.
2. Full Heal Potions [x2]
3. Potion of Cure Disease [x9]
4. Ointment of the White Ravens [x2]: If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp]
5. Potion of Remove Curse [x3]
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots
1.
2. Healer’s Kit
This small healer's kit gives healers an extra amount of heal points they can use during adventures. It adds 10 heal points to whatever you can already heal by rank. The kit is exhausted after 10 uses. Keep up with it! 0/10 used
3. Hypo- Pistol
A hypo pistol is a hypodermic administering and delivery system for potions and poisons. It contains a needle placement and hand-activated trigger. Hypo pistols can load a vial of potion or poison by pressing it into the loading dock. Attacking with a hypo pistol is a melee attack, if you roll a miss then you've expended the vial without injection. The pistol must be pressed to the target's body before the contents can be injected with a pull of the trigger.
4. 1 Healing Infusion: A bomb to use on your allies, that heals!
EFFECT - One Deployment Greater: Heals all damage
5. Rod of Healing
Tired of carrying around healing potions? Invest in a rod of healing, which heals up to 10 hp during an adventure. A rod does not lose it's enchantment and is half the size of a wand, and thicker around and can be made of any substance. A rod of healing is made of rose quartz and engraved with healing runes.
[Slot: Magic Item]
6.-"Fungus Demonslayer" : This yellow crystal sword was encased in amber, but Gator was able to crack it out of the amber shell. It is a holy 1d6 longsword. Against a fungus demon (such as the smut demon Darkspore), it does 2d6 damage and is considered naturally holy. This sword once belonged to one of the paladins working with Jaheira, the paladin that ended up killing Kulpapec so long ago. Kulpapec killed the paladin who owned the sword and kept the sword as a trophy encased in amber. It was buried with him by Leucopraxus.
7. Chalice of Purification [Magic Item]
This golden chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of the chime of opening to get it open. A silence spell negates the power of the device. [20/20 Uses]
[Worth: 2,000gp]
This thin, bentwood wand is carved with runes of restoration in various tongues. When touched to an item, itrestores one lost charge or use of the item. It can be used once during an adventure to restore one charge or use. This cannot be used on Rezz Coins.
[Worth: 7000gp]
10. Wand of Full Heal
This mistletoe wand full heals a character per charge. 10 charges
4th anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items)
Vials- 5
Woodspirit Ale: The most expensive and the strongest ale in the lands, each year only 12 bottles are made of this pale ale infused with juniper berries. Each bottle is then placed in the stuffed body of a grey squirrel, each crafted by a master taxidermist. A certificate of authenticity from the brewery must come with the bottle. (1200 gp a bottle) DC 16
Other Items:
Minor Potion Sheath:
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
1.Albedo x3 uses
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken.
Color: White | Smell: Sharp | Texture: Thick | Flavor: Tangy
2. 1 Vial of Zyonian Sacred Spring Water (Treat as Holy Water)
3.
Scroll Case:
A scroll case is nearly essential to keep your scrolls handy and unharmed on adventures. One scroll case can hold 5 scrolls. This is a completely separate container that can be added to your loot slots for the scrolls.
1.Scroll of Heal All
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points.THREE USES
2.Scroll of Heal All
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
3.Scroll of Heal All
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
4.Scroll of Heal All
A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. THREE USES
5.
Wand Sheath, Greater:
This leather case can hold four wands, giving four additional magic slots solely for wands. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
1.Wand of Minor Healing
This mistletoe wand heals up to 5hp per charge. 10 charges
2. Wand of Major Healing
This mistletoe wand heals up to 10hp per charge. 10 charges
3.
4.
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Charm of Adaptation- This charm can be worn on a bracelet, necklace, or even clipped to a belt. It allows the wearer to adapt to their surroundings, including allowing you to breathe underwater or in situations where clean air is not available.
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Riding Crop [Weapon]
A leather crop normally used for guiding horses, but commonly used to exert authority. A riding crop is stiff like a paddle but has a small striking surface. A strike from a riding crop does 1d2 non lethal damage.
A small and very simple boat. Also known as a whaleboat, the launch is a large, open dinghy with a stout, round-bottomed hull that can stand up to surprisingly rough seas. Launches are often carried by larger ships for use in landing in places where the larger ship can’t go.
Hit points: 50
Hardness: +8 DEF
Travel Speed: Very Fast 6 mph
Tactical Speed: Very Good 50 feet | DC22 | +12 Strike
Special Abilities: +5 Fire Resistance
Weapons: 1 Light
Complement: 10 (Including 6 Oarsmen)
Watch: 1 (Plus 2 Oarsmen)
Cargo: 5 Tonne
Building Time: 2 weeks
Enchantment Points: 3
Soarwood (+20 feet tactical speed) - Maximum +8 DEF
Ships made from soarwood skim effortlessly over the surface of the water, though in exchange for speed you lose some defense.
Scent: Smells of water and fish (shark)
Super Grand Prize summer games 2015- - 5 Free Spells (Magical or Psionic Affinity)
- 5 Free Combat Maneuvers (Combat Affinity)
--Birthday: 9/18(18th of Diti's Hammer, Timespinners Era)
--Tree: Willow
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)