Post by rageofnocturne@aol.com on May 1, 2015 17:47:54 GMT -5
Turlough Connelly/ Ruby Shield/ 2d80/ HP-40/ DC-22/ Combat/ Knight/ Combat/Swordmaster/ Heal others- 26/ Flaws: none/ Weak: none/ Immune: Sonic, Electricity, Cold/Treasure Hunter//
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Name: Turlough Connelly
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Good
Languages: Common, Elven, Dwarven, Shalott
Country of Origin: Shalott
Description:
Personality:
Current Rank: Ruby Shield
Current Dice: 2d80
Current Hit Points: 40
Defense DC: 22
Total Defense: 40 mundane 16 magical + immune Sonic, Cold, Electricity
Total Strike: +19 (+2 lead lined)(+3 dance partner)(+2 born by the blade)
Total Dmg: +45 (12 str +14 s&b + 4 calm +7 fizz shield+5 lead-lined +3 dance partner)
or
+50 (12 str +14 s&b +4 calm +5 shield fire+7 fizz shield+5 lead lined +3 dance partner)
Traits
Strength [12]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [6]
Charisma [0]
Talents: +16 spot +16 listen +11 search +11 insight +5 gather info
Primary Class: Combat
Class Bonus: +1 dice 1/combat
Primary Profession: Knight
Profession Bonus: Free +32 def armor. max qck= 8 & -5 init
"Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Secondary Class: Combat
Class Bonus: +1 dice 1/ combat
Secondary Profession: Swordmaster
Profession Bonus:"Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Race: Human
Racial Weakness (if applicable): None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Human Race: Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Racial Skill: Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
Racial Skill: Fearless : This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Racial Skill:Alert- +5 spot and listen
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor:Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
Flavor:Aura of Lust You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
1. Dual Wield- can use 2 weapons.
2. Shield Weapon- Buckler: 1d2
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
3. Sword and Board- dbl shield defense as extra dmg.
4. Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
5. 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.
6.f. Casing the Joint : Allows a rogue to view a building from every vantage point for one hour's time, and they are able to get a good idea of the layout inside.
7.Honor Shield : A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
8.Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
9.Pommel Strike: The knight knows that not only can the bladed section of his weapon be employed on the field of battle, but the pommel as well. By adjusting the grip he has upon the blade behind the Knight's shield, they lash out and catch their opponent in the head with a pommel strike, stunning their opponent. Once per combat, target loses as many turns as allowed by rank. Willpower save given each round of DC10 + Knight's Strenght.
10.f. Low-Light Vision : See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
11.Born by the Blade : The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
12.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.
13.Shield Beater : Allows the character, on a successful attack roll, to damage an enemy's shield (or damage their armor if they have no shield.) This lowers enemy defense by 1d3, as well as does damage according to normal damage rules. Once per combat.
14.f. Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
15.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.
16.Defensive Resurgence : On your turn, you heal yourself up to 10hp of damage. You may not make any attacks during this round, but you gain a boost to your Defense DC for the round you are healing of half of your Quickness Bonus added. This can be used once per combat.
17.Treasure Hunter : This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest.
18. (Combat ) Combat Affinity- can use combat maneuvers.
19. (Knight) Bowling Bash : A knight can cause a chain reaction when attacking one opponent with a successful Strike, causing them to crash into a second opponent, both taking the same damage rolled, once per combat.
20. (Combat profession) Bastion of Strength : There is nothing on the field of combat more dangerous than a man or woman that knows they are in the right. It pushes their endurance, it drives their arm, it opens their ability to see the dangers. A knight with this skill able to maker a fearsome blow once per combat, rolling their combat dice twice.
21.f. Loyal Companion: A noble is able to gain the service of a loyal animal. There is nothing divine or mystical about this connection; it is simply a bond formed by rearing, training, and cohabitation with an animal bred for service. Therefore, the animal companion does not gain any mystical or magical connections. It is simply a loyal companion. The noble may select either a dog, horse, or falcon as their companion, and gains a bonus to skills depending on this choice, as long as he can see or hear his animal companion.
Dog: +5 competence bonus to Listen Checks.
At Emerald, the bonus increases to +4, at Ruby +5, and Obsidian +6.
22. Bulwark : Your armor, your shield, your weapon, all of them are simple tools. It is the man or the woman within or behind them that is the threat. Your ability to attack is well known, here you demonstrate your ability to defend and deflect an assault. Once per combat, you may turn the damage meant for you back upon your attacker.
23. No Way Out: When an enemy attempts to escape, you may make a free action even if it is not
your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
24. Shield Deflection : You are able to use your shield to deflect an attack upon you towards another enemy, once per combat.
25.f. No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
26. Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
27. Pin : This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
28. 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.
29.sm. Greater Dual-Wield: You get an extra attack with your main hand
weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual-Wield, choosing one target for the third extra weapon damage. This is an innate skill.
Weapons with dice effects / enchantments:
Primary Weapon: *Lead-Lined Longsword [1d8] ☼ ☼ ☼ ☼ ☼ +5 strike +8 damage +1d3
Lead-Lined
Lead-lined weapons hit with greater impact, gaining a +2 bonus to Strike rolls with a bludgeoning or slashing weapon and +5 to Damage when dealing bludgeoning or slashing damage. Lead-lined weapons weigh 1.5 times the amount of the normal weapon, so you must have at least STR 6 to use a lead-lined weapon.
Razor Edge
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Passage
Once per day, a passage weapon can slice open a portal to any place the wielder has been before. This creates a portal that remains open for 5 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again.
Phantom
This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Paragon +2
Secondary Weapon: Silversheen Broadsword- 1d10 immune to rush, counts as silver☼ ☼ ☼ ☼ ☼
Serrated: This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
Vorpal: A vorpal weapon bypasses all defenses of a subject if a natural 20 is rolled, as long as the strike allows a hit. It is defeated by the "Fortified" armor enchantment.
Called: A called weapon can be teleported to the wielder's hand even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.
Paragon +2
Ranged Weapon: Throwing Knives- 1d4
Hidden Weapon: 2 Throwing Knives- 1d4
Extra Attack Item:
Extra Defense Item: Fizzwinken's Savage Relocating Pyro-Aegis 1d8 +14 dmg + 7 dmg
This +7 DEF shield is almost as tall as the man that bears it! It is a kite-shaped shield made of thick wood, heavy steel, and edged in mithral and gold. It has jagged, razor-sharp spikes that not only add to it's appearance; that of a leering dragon's face upon the shield; but also slice and grind against an enemy if the user is entangled or grappled. Any creature succeeding in an attack that brings them into close contact with the shield (entangled, grappled, bull rushed, bashed) then they take an extra +5 damage. The dragon has the ability to breathe fire from it's mouth on the front, doing +5 damage when it is used. Once per combat, you may add in burning ash to the fire breathing melee attack, doing an extra 1d6 fire damage. You may use this as many times per combat as your gemstone rank. So, a Crystal can use it once per combat. An Amber, three times per combat. Engraved upon the backside of this massive shield are charging boars, adding an extra +2 to any damage from the shield. Once per day, the shield enrages it's bearer allowing them the ability to roll their combat dice twice. Additionally, it is enchanted with "Aporter", causing the shield to transport the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the psionic dimension door power. This can be used as a free action during combat to move around the field of battle, but it is not an evade of any sort. This can be used three times a day.
Head: Such as headband, hat, helmet, circlet, crown.Dryad's Helm [Head]
This steel visored helm has a green plume set upon it's top and the image of an oak tree inscribed on each side. When the helmet's wearer strikes an opponent with a melee attack on his turn, that foe takes a -1 penalty to Strike against all other opponents except the wearer of the Dryad's Helm. This bonus increases with each successful attack by the wearer to a maximum penalty of -5. Only one foe can suffer this penalty at a time. The helm's wearer can decide to impart the penalty or withold it freely.
[Worth: 12,000gp]
Face: Such as eye lenses, glasses, goggles, masks.Hawk Eyes- These crystal contacts give you a +5 to Spot checks.
Neck: Such as amulets, medallions, torcs, necklaces.Amulet of Armor- +3 magic and mundane
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Such as armor, or robe. Mithril Knight Armor Banded Mail- +32 def. -5 init 12 max qck Magically Warded- +13 ☼ ☼ ☼ ☼ ☼
Benevolent: Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Fortified: This armor has been fortified in the vital areas in such a way that it cannot be defeated with a natural 20 Strike from a Vorpal weapon. If someone rolls a natural 20 Strike with a Vorpal weapon, they are able to bypass defenses, but with this enhancement their armor does not become defeated. Skills that bypass armor still work.
Mithril: Mithral is a rare, silvery metal that is lighter than steel but just as hard. You may have any metal armor crafted of mithral, causing it to take one category lighter as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of mithral which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove. Electro-Gauntlet- Gives shocking weapon property to a melee weapon, hand to hand, or touch attacks.
Legs:
Feet: Such as sandals, boots, or shoes.
Free: Scale of the Rainbow Serpent: This brilliant, vibrant piece of scale has every imaginable color upon it. This small piece of scale takes the place of one of your fingernails, as if it has grown there. When desired, and a certain color is called from the scale, it erupts in a rainbow. Each color of the rainbow has its own ability. You may use ONLY one color from the scale per combat.
Red: This creates a blast of fire to your enemy, catching them on fire. They take 2 non-defendable damage each round, unless they take a round to douse themselves with enough water to put it out.
Yellow: This blast of energy deals 1d5 acid damage to your opponent, acid defense only.
Green: This removes one status effect from a target, such as a lose turn, or frightened, or sickened. It is up to the DM if this works on every effect, so ask your DM.
Orange: This heals your target of up to 10 points of damage.
Blue: This color covers your weapon, and any allies who wish, with ice so that the weapon does cold damage.
Violet: This blast does damage to undead only, causing them to freeze in place and take no actions for one round, if they fail a Willpower save of DC15.
[This is not a slot item, it has become part of your body and may be listed as "free item". It can be peeled off and removed, your nail will grow back, but once it is peeled off it disappears in a burst of radiance and it is lost forever. It cannot be sold or passed onto anyone else. It is a boon for meeting a creature most have never even known existed.]
[Worth: Priceless]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Ring of Focused Foe [Ring]
This ring of jagged steel gives the impression that it was salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can designate any one opponent she can see as a particularly dangerous foe and gain a +2 bonus to strike, and saving throws against that particular foe until they are knocked out, killed or they surrender. This can be used once per combat.
[Worth: 10,000gp]
2. Ring of Triple Energy Protection [ring]
This ring is set with gemstones associated with the energy types that it grants immunity from, you may choose three of the following: sonic, fire, cold, electricity, shadow, acid or prismatic. These must be chosen when you acquire the item and cannot be changed. You are completely immune to damage from these energy types. You may NOT take an energy that is your weakness!
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding +10 slots)
1.Lantern of Revelation
This handy, plain looking magical lantern helps you with your Spot checks, giving you a +5 to Spot. It also will reveal to you anything that is invisible around the area.
[Worth: 2,000gp ]
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Mundane (non-magical pack Items
--Compass
--Caltrops
--50 ft of string
--Tent
--Ink Pen
--Parchment
--Tools, hammer, folding shovel,etc
--Metal Cups
-- Blanket
--Flint & Steel
--Spiked Chain- 2d5
--- Devil's Robe of Sigils (Curiosity - Worth 2500gp)
Loyal Companion:
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
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Name: Turlough Connelly
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Good
Languages: Common, Elven, Dwarven, Shalott
Country of Origin: Shalott
Description:
Personality:
Current Rank: Ruby Shield
Current Dice: 2d80
Current Hit Points: 40
Defense DC: 22
Total Defense: 40 mundane 16 magical + immune Sonic, Cold, Electricity
Total Strike: +19 (+2 lead lined)(+3 dance partner)(+2 born by the blade)
Total Dmg: +45 (12 str +14 s&b + 4 calm +7 fizz shield+5 lead-lined +3 dance partner)
or
+50 (12 str +14 s&b +4 calm +5 shield fire+7 fizz shield+5 lead lined +3 dance partner)
Traits
Strength [12]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [6]
Charisma [0]
Talents: +16 spot +16 listen +11 search +11 insight +5 gather info
Primary Class: Combat
Class Bonus: +1 dice 1/combat
Primary Profession: Knight
Profession Bonus: Free +32 def armor. max qck= 8 & -5 init
"Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Secondary Class: Combat
Class Bonus: +1 dice 1/ combat
Secondary Profession: Swordmaster
Profession Bonus:"Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Race: Human
Racial Weakness (if applicable): None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Human Race: Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Racial Skill: Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
Racial Skill: Fearless : This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Racial Skill:Alert- +5 spot and listen
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor:Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
Flavor:Aura of Lust You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
1. Dual Wield- can use 2 weapons.
2. Shield Weapon- Buckler: 1d2
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
3. Sword and Board- dbl shield defense as extra dmg.
4. Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
5. 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.
6.f. Casing the Joint : Allows a rogue to view a building from every vantage point for one hour's time, and they are able to get a good idea of the layout inside.
7.Honor Shield : A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
8.Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
9.Pommel Strike: The knight knows that not only can the bladed section of his weapon be employed on the field of battle, but the pommel as well. By adjusting the grip he has upon the blade behind the Knight's shield, they lash out and catch their opponent in the head with a pommel strike, stunning their opponent. Once per combat, target loses as many turns as allowed by rank. Willpower save given each round of DC10 + Knight's Strenght.
10.f. Low-Light Vision : See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
11.Born by the Blade : The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
12.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.
13.Shield Beater : Allows the character, on a successful attack roll, to damage an enemy's shield (or damage their armor if they have no shield.) This lowers enemy defense by 1d3, as well as does damage according to normal damage rules. Once per combat.
14.f. Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
15.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.
16.Defensive Resurgence : On your turn, you heal yourself up to 10hp of damage. You may not make any attacks during this round, but you gain a boost to your Defense DC for the round you are healing of half of your Quickness Bonus added. This can be used once per combat.
17.Treasure Hunter : This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest.
18. (Combat ) Combat Affinity- can use combat maneuvers.
19. (Knight) Bowling Bash : A knight can cause a chain reaction when attacking one opponent with a successful Strike, causing them to crash into a second opponent, both taking the same damage rolled, once per combat.
20. (Combat profession) Bastion of Strength : There is nothing on the field of combat more dangerous than a man or woman that knows they are in the right. It pushes their endurance, it drives their arm, it opens their ability to see the dangers. A knight with this skill able to maker a fearsome blow once per combat, rolling their combat dice twice.
21.f. Loyal Companion: A noble is able to gain the service of a loyal animal. There is nothing divine or mystical about this connection; it is simply a bond formed by rearing, training, and cohabitation with an animal bred for service. Therefore, the animal companion does not gain any mystical or magical connections. It is simply a loyal companion. The noble may select either a dog, horse, or falcon as their companion, and gains a bonus to skills depending on this choice, as long as he can see or hear his animal companion.
Dog: +5 competence bonus to Listen Checks.
At Emerald, the bonus increases to +4, at Ruby +5, and Obsidian +6.
22. Bulwark : Your armor, your shield, your weapon, all of them are simple tools. It is the man or the woman within or behind them that is the threat. Your ability to attack is well known, here you demonstrate your ability to defend and deflect an assault. Once per combat, you may turn the damage meant for you back upon your attacker.
23. No Way Out: When an enemy attempts to escape, you may make a free action even if it is not
your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
24. Shield Deflection : You are able to use your shield to deflect an attack upon you towards another enemy, once per combat.
25.f. No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
26. Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
27. Pin : This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
28. 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.
29.sm. Greater Dual-Wield: You get an extra attack with your main hand
weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual-Wield, choosing one target for the third extra weapon damage. This is an innate skill.
Weapons with dice effects / enchantments:
Primary Weapon: *Lead-Lined Longsword [1d8] ☼ ☼ ☼ ☼ ☼ +5 strike +8 damage +1d3
Lead-Lined
Lead-lined weapons hit with greater impact, gaining a +2 bonus to Strike rolls with a bludgeoning or slashing weapon and +5 to Damage when dealing bludgeoning or slashing damage. Lead-lined weapons weigh 1.5 times the amount of the normal weapon, so you must have at least STR 6 to use a lead-lined weapon.
Razor Edge
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Passage
Once per day, a passage weapon can slice open a portal to any place the wielder has been before. This creates a portal that remains open for 5 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again.
Phantom
This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Paragon +2
Secondary Weapon: Silversheen Broadsword- 1d10 immune to rush, counts as silver☼ ☼ ☼ ☼ ☼
Serrated: This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
Vorpal: A vorpal weapon bypasses all defenses of a subject if a natural 20 is rolled, as long as the strike allows a hit. It is defeated by the "Fortified" armor enchantment.
Called: A called weapon can be teleported to the wielder's hand even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.
Paragon +2
Ranged Weapon: Throwing Knives- 1d4
Hidden Weapon: 2 Throwing Knives- 1d4
Extra Attack Item:
Extra Defense Item: Fizzwinken's Savage Relocating Pyro-Aegis 1d8 +14 dmg + 7 dmg
This +7 DEF shield is almost as tall as the man that bears it! It is a kite-shaped shield made of thick wood, heavy steel, and edged in mithral and gold. It has jagged, razor-sharp spikes that not only add to it's appearance; that of a leering dragon's face upon the shield; but also slice and grind against an enemy if the user is entangled or grappled. Any creature succeeding in an attack that brings them into close contact with the shield (entangled, grappled, bull rushed, bashed) then they take an extra +5 damage. The dragon has the ability to breathe fire from it's mouth on the front, doing +5 damage when it is used. Once per combat, you may add in burning ash to the fire breathing melee attack, doing an extra 1d6 fire damage. You may use this as many times per combat as your gemstone rank. So, a Crystal can use it once per combat. An Amber, three times per combat. Engraved upon the backside of this massive shield are charging boars, adding an extra +2 to any damage from the shield. Once per day, the shield enrages it's bearer allowing them the ability to roll their combat dice twice. Additionally, it is enchanted with "Aporter", causing the shield to transport the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the psionic dimension door power. This can be used as a free action during combat to move around the field of battle, but it is not an evade of any sort. This can be used three times a day.
Head: Such as headband, hat, helmet, circlet, crown.Dryad's Helm [Head]
This steel visored helm has a green plume set upon it's top and the image of an oak tree inscribed on each side. When the helmet's wearer strikes an opponent with a melee attack on his turn, that foe takes a -1 penalty to Strike against all other opponents except the wearer of the Dryad's Helm. This bonus increases with each successful attack by the wearer to a maximum penalty of -5. Only one foe can suffer this penalty at a time. The helm's wearer can decide to impart the penalty or withold it freely.
[Worth: 12,000gp]
Face: Such as eye lenses, glasses, goggles, masks.Hawk Eyes- These crystal contacts give you a +5 to Spot checks.
Neck: Such as amulets, medallions, torcs, necklaces.Amulet of Armor- +3 magic and mundane
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Such as armor, or robe. Mithril Knight Armor Banded Mail- +32 def. -5 init 12 max qck Magically Warded- +13 ☼ ☼ ☼ ☼ ☼
Benevolent: Benevolent armor best serves a wearer who focuses on assisting and protecting his allies. When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat.
Fortified: This armor has been fortified in the vital areas in such a way that it cannot be defeated with a natural 20 Strike from a Vorpal weapon. If someone rolls a natural 20 Strike with a Vorpal weapon, they are able to bypass defenses, but with this enhancement their armor does not become defeated. Skills that bypass armor still work.
Mithril: Mithral is a rare, silvery metal that is lighter than steel but just as hard. You may have any metal armor crafted of mithral, causing it to take one category lighter as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of mithral which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove. Electro-Gauntlet- Gives shocking weapon property to a melee weapon, hand to hand, or touch attacks.
Legs:
Feet: Such as sandals, boots, or shoes.
Free: Scale of the Rainbow Serpent: This brilliant, vibrant piece of scale has every imaginable color upon it. This small piece of scale takes the place of one of your fingernails, as if it has grown there. When desired, and a certain color is called from the scale, it erupts in a rainbow. Each color of the rainbow has its own ability. You may use ONLY one color from the scale per combat.
Red: This creates a blast of fire to your enemy, catching them on fire. They take 2 non-defendable damage each round, unless they take a round to douse themselves with enough water to put it out.
Yellow: This blast of energy deals 1d5 acid damage to your opponent, acid defense only.
Green: This removes one status effect from a target, such as a lose turn, or frightened, or sickened. It is up to the DM if this works on every effect, so ask your DM.
Orange: This heals your target of up to 10 points of damage.
Blue: This color covers your weapon, and any allies who wish, with ice so that the weapon does cold damage.
Violet: This blast does damage to undead only, causing them to freeze in place and take no actions for one round, if they fail a Willpower save of DC15.
[This is not a slot item, it has become part of your body and may be listed as "free item". It can be peeled off and removed, your nail will grow back, but once it is peeled off it disappears in a burst of radiance and it is lost forever. It cannot be sold or passed onto anyone else. It is a boon for meeting a creature most have never even known existed.]
[Worth: Priceless]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Ring of Focused Foe [Ring]
This ring of jagged steel gives the impression that it was salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can designate any one opponent she can see as a particularly dangerous foe and gain a +2 bonus to strike, and saving throws against that particular foe until they are knocked out, killed or they surrender. This can be used once per combat.
[Worth: 10,000gp]
2. Ring of Triple Energy Protection [ring]
This ring is set with gemstones associated with the energy types that it grants immunity from, you may choose three of the following: sonic, fire, cold, electricity, shadow, acid or prismatic. These must be chosen when you acquire the item and cannot be changed. You are completely immune to damage from these energy types. You may NOT take an energy that is your weakness!
Consumables: (Up to five types, no limit on how much of each type.)
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Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding +10 slots)
1.Lantern of Revelation
This handy, plain looking magical lantern helps you with your Spot checks, giving you a +5 to Spot. It also will reveal to you anything that is invisible around the area.
[Worth: 2,000gp ]
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Mundane (non-magical pack Items
--Compass
--Caltrops
--50 ft of string
--Tent
--Ink Pen
--Parchment
--Tools, hammer, folding shovel,etc
--Metal Cups
-- Blanket
--Flint & Steel
--Spiked Chain- 2d5
--- Devil's Robe of Sigils (Curiosity - Worth 2500gp)
Loyal Companion:
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)