Post by magnus on Oct 14, 2015 22:27:04 GMT -5
Name: Magnus Dalcassian
Race: Dragonborn
Height: 6'6
Weight: 210 lbs.
Hair: Red with bronze tints
Eyes: Green w/ Bronze flecks
Distinguishing Marks: Bronze scales along shoulders and down spine, Vertically slit pupils, enlongated incisors (4 top, 2 bottom), pointed ears.
Place of Birth: Lorelei Shalott
Languages Spoke: Common, Draconic, Elven, Castillon, C- Ancient, T- Planar Common, A- Runin, S- Celestial, E-Dwarven, R- Abyssal, O- Ancient
Rank: Obsidian Prime
Dice: 3d91
Hit Points: 45 + 5 Diehard, +10 Amulet, +10 Ring, +11 Willpower, +1 Endurance = 82
Flaws
1. Distinctive - Bronze scales along shoulders and down spine, Vertically slit pupils, enlongated incisors (4 top, 2 bottom), pointed ears.
Penalty: -2 on Disguise Checks
2. Intolerance - Green Dragons - Bronze dragons share a hatred for the green dragon breed,..and like his bronze dragon ancestors he does as well.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
3. Fool's Fortune- Dragons are notorious horders,..and well yeah this came down into his on mindset and he takes after the draconic side here
Penalty:When you find anything deemed valuable (gold, gems or any other sort of treasure), make a Willpower Check (DC 15). If you fail you will become obsessed with the treasure in question to the point of losing focus on any dangers around you, including even an obvious trap as you try to claim it as your own.
*Class Info*
Primary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Knight
Profession Bonus: Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "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: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Secondary Profession: Vindicator
Profession Bonus: "Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
*Attributes*
[ Strength ] [12]
[ Quickness ] [8]
[ Endurance ] [1]
[ Willpower ] [11]
[ Intelligence ] [0]
[ Perception ] [0]
[ Charisma ] [0]
*Skills*
(race): Born to Water: A bronze dragonborn is at home in the water. They can breathe underwater, and have a swim speed the same as on land. They take no penalties for activity beneath the waves.
(race): Dragon Heritage: You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
(race): Treasure Scent : This is a supernatural ability that allows you to locate the general direction of treasure worth over 2000gp when within 20 feet, when you pass a Scent (Perception Based) check with a DC set by the DM. You may use this as many times per day as your gemstone level. So at Topaz rank you'd be able to use it twice a day.
(flaw): Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
(Profession): 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.
(Profession): Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
(Profession): Stigmata : A Vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may start or stop the flow of blood by force of will. Activating the Stigmata causes the Vindicator to take 5 points of damage that cannot be healed by magical means or potions. While the Stigmata is bleeding, the Vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) of +3. This bonus can be used for a bonus to damage, defense, magic damage, or saving rolls but one of these must be decided when activating the Stigmata
(Profession): Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
(Profession): Stigmata : A Vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may start or stop the flow of blood by force of will. Activating the Stigmata causes the Vindicator to take 5 points of damage that cannot be healed by magical means or potions. While the Stigmata is bleeding, the Vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) of +3. This bonus can be used for a bonus to damage, defense, magic damage, or saving rolls but one of these must be decided when activating the Stigmata
(Class): Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(Crystal): 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.
(Crystal): Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Obsidian - 30
(Crystal): Dual Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
(Crystal): Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(Crystal): Counter Attack : If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(crystal flavor): Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
(crystal flavor): 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.
(crystal flavor): Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Crystal- Nobility
Topaz- Monster Lore
Amber- Dragons (In-depth information about dragons, their physiology, powers, weaknesses, and their role)
Sapphire- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
Emerald- Undead (specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.
Ruby- Deities (the deities and their legends and lore)
Obsidian- The Planes (outer, inner, demiplanes ,and it's denizens, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Amber- Dragons (In-depth information about dragons, their physiology, powers, weaknesses, and their role)
Sapphire- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
Emerald- Undead (specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.
Ruby- Deities (the deities and their legends and lore)
Obsidian- The Planes (outer, inner, demiplanes ,and it's denizens, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
(Topaz): 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.
(Topaz): Iron Will : You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(Topaz): 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.
(topaz Flavor): Lightning Initiative You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
(Amber) Shield Deflection : You are able to use your shield to deflect an attack upon you towards another enemy, once per combat.
(Amber) 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.
(Amber) Darksight : The ability to see in total darkness up to 60 feet.
(Amber Flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(Sapphire) 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.
(Sapphire) Remove Curse : This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision).
**Curse removals are up to the DM, they may allow or disallow per their decisions.
(Sapphire) Two-Handed Weapon:: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill.
(Sapphire Flavor) Flavor: Polyglot : Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once.
(Emerald) Weapon Alteration : You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is an innate skill.
(Emerald) Honor Resurrection: If you died an honorable death, your political connections resurrect you. You have gained the reputation enough to warrant the higher lords to finance an resurrection of your person. As such they have decided that because you died a noble and honorable death they will assist you. This allows you to gain one rezz a week without payment, or need of any item to rezz you and you do not lose one of your five rezzes.
(Emerald) Distract : You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks. This gives you a +3 to defense for the duration of the combat.
(Emerald Flavor) Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(Ruby) Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
(Ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is an innate skill.
(Ruby) Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength (or QCK if Dex Fighter) bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is an innate skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
(Ruby Flavor): Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(Obsidian) Multitalented Mastery: Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only.
(Obsidian) Blood and Honor : In the midst of battle, you are able to pull into your inner reserves of strength to fight a little harder, and react a little faster. If you have lost half of your hit points during combat, you may use this skill to add half your strength bonus to your Strike, as well as your DMG to each round of attack until combat is over or you have died.
(Obsidian) Greater Stigmata: The connection to their chosen deity has strengthened over time. The Vindicator's faith is nigh unbreakable. Their devotion is whole and complete. When they choose to open themselves to the raw power of their stigmata, those with this level of devotion may double their normal stigmata bonus.
(Obsidian Flavor): 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.
*Gear*
(Amber) Shield Deflection : You are able to use your shield to deflect an attack upon you towards another enemy, once per combat.
(Amber) 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.
(Amber) Darksight : The ability to see in total darkness up to 60 feet.
(Amber Flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(Sapphire) 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.
(Sapphire) Remove Curse : This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision).
**Curse removals are up to the DM, they may allow or disallow per their decisions.
(Sapphire) Two-Handed Weapon:: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill.
(Sapphire Flavor) Flavor: Polyglot : Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once.
(Emerald) Weapon Alteration : You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is an innate skill.
(Emerald) Honor Resurrection: If you died an honorable death, your political connections resurrect you. You have gained the reputation enough to warrant the higher lords to finance an resurrection of your person. As such they have decided that because you died a noble and honorable death they will assist you. This allows you to gain one rezz a week without payment, or need of any item to rezz you and you do not lose one of your five rezzes.
(Emerald) Distract : You are one of the few warriors who can regularly throw enemies off-balance and reduce the effectiveness of their attacks. Through a combination of feints and diversions, you can keep an enemy on his toes and yet retain your own devastating attacks. This gives you a +3 to defense for the duration of the combat.
(Emerald Flavor) Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(Ruby) Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
(Ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is an innate skill.
(Ruby) Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength (or QCK if Dex Fighter) bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is an innate skill and builds upon Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this.
(Ruby Flavor): Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(Obsidian) Multitalented Mastery: Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only.
(Obsidian) Blood and Honor : In the midst of battle, you are able to pull into your inner reserves of strength to fight a little harder, and react a little faster. If you have lost half of your hit points during combat, you may use this skill to add half your strength bonus to your Strike, as well as your DMG to each round of attack until combat is over or you have died.
(Obsidian) Greater Stigmata: The connection to their chosen deity has strengthened over time. The Vindicator's faith is nigh unbreakable. Their devotion is whole and complete. When they choose to open themselves to the raw power of their stigmata, those with this level of devotion may double their normal stigmata bonus.
(Obsidian Flavor): 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.
*Gear*
Primary Weapon: Divine Judgement (Fizzwinken's Calamitous Ecto-Lacerating Zweihander):
This massive two-handed sword is almost too big to be wielded by a medium sized creature! It does 4d12 damage and is considered a Legacy weapon. It is Silvered and Brilliant, and also enchanted with Baneful (Undead & Mage) giving an extra 1d5 against undead or creatures with magical affinity. The wielder cannot be turned undead, and if you are a Priest profession your boost to Divine Turning is now +5. It scores a critical hit on 19-20 and is able to hit incorporeal creatures. It holds the Legacy Skills: Ruthless, Undeniable.
This massive two-handed sword is almost too big to be wielded by a medium sized creature! It does 4d12 damage and is considered a Legacy weapon. It is Silvered and Brilliant, and also enchanted with Baneful (Undead & Mage) giving an extra 1d5 against undead or creatures with magical affinity. The wielder cannot be turned undead, and if you are a Priest profession your boost to Divine Turning is now +5. It scores a critical hit on 19-20 and is able to hit incorporeal creatures. It holds the Legacy Skills: Ruthless, Undeniable.
Secondary Weapon: N/A
Ranged Weapon:
Hidden Weapons:
1. Dagger 1d4
2.
1 Extra Attack Item:
1 Extra Defense Item: N/A
*Worn Items*
Head: Radiant Nimbus (Yellow)
: This magic item appears as a thin circlet to be used in the Head Slot. When placed on the head, a gently lapping flame appears like a corona or halo above your head. This flame has been passed down through the ages, a gift from the oldest civilizations and an eternally glowing mote representing knowledge and self-awareness. It is an insubstantial, illusory flame, cold to the touch. The power depends on the hue of the crowning flame. (YELLOW) This color allows you to reroll any Willpower based save once per adventure, and you may take the better of the two rolls.
: This magic item appears as a thin circlet to be used in the Head Slot. When placed on the head, a gently lapping flame appears like a corona or halo above your head. This flame has been passed down through the ages, a gift from the oldest civilizations and an eternally glowing mote representing knowledge and self-awareness. It is an insubstantial, illusory flame, cold to the touch. The power depends on the hue of the crowning flame. (YELLOW) This color allows you to reroll any Willpower based save once per adventure, and you may take the better of the two rolls.
Face:
Neck: Family Crest +10 HP
Torso:
Body (Armor): Dragonknight Plate +35
Coat:
Waist: Belt of Giants Power +5 Str
Legs:
Arms/Wrist: Armored Bracers +5 / +2 Str
Hands:
Feet:
Body Mod:
Rings
1. Luna Ring: This softly glowing ring seems to be made of the same stuff the orb in the pillared area is made from. When worn, it enhances your vision at night, granting you a +5 to Spot and Search checks made at night.
2. Ring of the Armsmen , +10 HP
Consumables
1.
2.
3.
4.
5.
Magical Pack Items
1. Dragonknight Longsword 1d6
-Baneful (Human)**: A baneful weapon is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing.
-Defiant**: Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
-Fire*: Upon command, a fire weapon is sheathed in flames. The flames do not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Fire weapons do extra damage to creatures with a weakness to fire.
-Baneful (Human)**: A baneful weapon is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing.
-Defiant**: Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
-Fire*: Upon command, a fire weapon is sheathed in flames. The flames do not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Fire weapons do extra damage to creatures with a weakness to fire.
2. Serrated Terror - First made by fire giants, this 2d8 greatsword has a faint red sheen. In the hands of someone weak to cold, it grants an extra +5 Defense against cold attacks.
3. Shield of Dragonfire 1d8 + 5 Fire Damage 4 x Per Combat
- Impact**: Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
-Magebane **: A magebane weapon is enchanted against those with Magical Affinity, and against such creatures it deals an extra 1d5 damage each time it is used.
-Returning*: This special enchantment can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
- Impact**: Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
-Magebane **: A magebane weapon is enchanted against those with Magical Affinity, and against such creatures it deals an extra 1d5 damage each time it is used.
-Returning*: This special enchantment can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
4. Ring of Bulls Strength +2 Str
5. Krakentooth [Weapon] ☼ ☼
: A trident [1d5] nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. The krakentooth is a shockburst trident.
[Worth: 8,000gp]
5. Krakentooth [Weapon] ☼ ☼
: A trident [1d5] nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. The krakentooth is a shockburst trident.
[Worth: 8,000gp]
Combat Maneuvers
Fighting Style: Bronze Dragonknight Training
Maneuver Name: For Shalott!
Type of Maneuver: Dice Strengthen
Range/area of effect: N/A
Target/s: Self
Duration: Combat
Saving Throw: (Yes or No): No
Explanation: The Dragonknights of Shalott are devoted to King and Country, and when it comes to this and they make this declaration they are filled with a passion that bolsters their strength beyond the normal limit.
Obsidian: Constant 10
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Physical Training
Type of Maneuver: Str Buff
Range/area of effect: N/A
Target/s: Self
Duration: Adventure
Saving Throw: (Yes or No) No
Explanation: The physical training of a Dragonknight is intense to say the least,..this coupled with his already inborn heritage of the bronze dragons has strengthened him further, granting him a buff to his strength allowed by gemstone ranking.
Obsidian: +3
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Field FirstAid
Type of Maneuver: Heal
Range/area of effect: N/A
Target/s: Self
Duration: N/A
Saving Throw: (Yes or No) No
Explanation: The elite Knights of Shalott are taught not only combat,..but how to fix injuries to remain in combat, sure it might be a quick fix,..but it lets them get back on their feet. As one trains in this, and his talent grows in this little bit of training, as does his knowledge on repairing larger wounds.
Ruby & Obsidian: Heal Full Dmg
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Shield Mastery
Type of Maneuver: Defense Boost
Range/area of effect: N/A
Target/s: Self
Saving Throw: (Yes or No) No
Explanation: The Dragonknights are trained in the use of shields,..with this training they learn how to best utilize a shield to its greatest performance. This causes the Dragonknight to have added defense while using a shield by his gemstone ranking.
Obsidian: Constant +10
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Steadfast Defense
Type of Maneuver: Evade
Range/area of effect: N/A
Target/s: Self
Duration: 1 Round
Saving Throw: (Yes or No): No
Explanation: Magnus may use his weapon, and strength of arm to hold off an attack that would strike him. Allowing him to evade the entire amount of damage from said attack.
Maneuver Name: My Weapon, My Shield
Type of Maneuver: Effect
Range/area of effect: N/A
Target/s: Self
Duration: Quest
Saving Throw: (Yes or No): No
Explanation: Magnus has been trained to use a weapon in many ways and had been trained to use a shield as a weapon. But when a shield is not in hand, Magnus is still a well defended opponent, this CM allows Magnus to use any skill that would allow him to block with a shield, but use his weapon as the shield. So Honor shield, or Shield Deflection, etc. could be used by using his weapon as the blocking shield.
Maneuver Name: Powerful Swing
Type of Maneuver: Attack Enhancer
Range/area of effect: N/A
Target/s: N.A
Duration: Combat
Saving Throw: (Yes or No): No
Explanation: When Magnus swings a weapon, he swings it hard. This adds extra damage to any attack that Magnus does by the gemstone level he has.
Fighting Style: Bronze Dragonknight Training
Maneuver Name: Stunning Blow
Type of Maneuver: Hold
Range/area of effect: N/A
Target/s: 1 Target
Duration: By Gemstone Rank
Saving Throw: (Yes or No): Yes Targets End vs Combatants Strength
Explanation: Magnus may just smash his fist, his head or his weapon into someone with enough force that it cuases them to recoil and be knocked senseless for a a length of time. The attack only works on those who have active thought process, not animated creatures, etc.
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Fighting Style: Bronze Dragonknight TrainingManeuver Name: My Weapon, My Shield
Type of Maneuver: Effect
Range/area of effect: N/A
Target/s: Self
Duration: Quest
Saving Throw: (Yes or No): No
Explanation: Magnus has been trained to use a weapon in many ways and had been trained to use a shield as a weapon. But when a shield is not in hand, Magnus is still a well defended opponent, this CM allows Magnus to use any skill that would allow him to block with a shield, but use his weapon as the shield. So Honor shield, or Shield Deflection, etc. could be used by using his weapon as the blocking shield.
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Fighting Style: Bronze Dragonknight TrainingManeuver Name: Powerful Swing
Type of Maneuver: Attack Enhancer
Range/area of effect: N/A
Target/s: N.A
Duration: Combat
Saving Throw: (Yes or No): No
Explanation: When Magnus swings a weapon, he swings it hard. This adds extra damage to any attack that Magnus does by the gemstone level he has.
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Stunning Blow
Type of Maneuver: Hold
Range/area of effect: N/A
Target/s: 1 Target
Duration: By Gemstone Rank
Saving Throw: (Yes or No): Yes Targets End vs Combatants Strength
Explanation: Magnus may just smash his fist, his head or his weapon into someone with enough force that it cuases them to recoil and be knocked senseless for a a length of time. The attack only works on those who have active thought process, not animated creatures, etc.
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Fighting Style: Bronze Dragonknight Training
Maneuver Name: Observant
Type of Maneuver: Talent Buff
Range/area of effect: N/A
Target/s: Self
Duration: Quest
Saving Throw: (Yes or No): No
Explanation: Magnus is quite the observant person, he is able to pick up and spot clues or items that might be missing. This gives Magnus a bonus to spot, search or listen checks, at the time this CM is used this be decided which talent it will boost.