Post by rageofnocturne@aol.com on Oct 19, 2015 1:14:17 GMT -5
Paragus Tarble/ Ruby Captain/ 3d13/ DC-24(monk tattoo)/ HP-61/ Devout/ Monk/ Combat/Brawler/ Self Heal-26/ Flaws: Arrogant, Ambitious, Code of Honor/ Weak: None/ Teamwork: Punch Through//
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Name: Paragus Tarble
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Feral, Bestial, Terran
Country of Origin: Offworld
Shift form:
Current Rank:Ruby Captain
Current Dice: 3d13
Current Hit Points:61 (base 35+ End+Wlp+Diehardx2)
Defense DC: 24 (+1 monk tattoo)
Total Defense: 30 mundane 29 magical or 20 magical and mundane 1 DR/
Total Damage: 53 normal (Tattoos- 10 Monk-5 Brawler- 5 Calm-4 Master-24 Crest- 2 W.Gloves- 3)
53 shifted ( Tattoos- 10 Monk-5 Brawler-5 Calm-4 Master-24 Bestial-5 )
Total Strike:+12
Total Init: +35
Traits
Strength 12 | Quickness 13* | Endurance 0 | Willpower 7 | Intelligence 0 | Perception 0 | Charisma 0 |
Talents and Tactics
Diplomacy -5 | Intimidation +15 | Bluff -5 | Disguise - | Stealth +12 | Insight - |
Spot +5 | Listen +5 | Athletics +17 | Climb +16 | Jump +12 | Swim +12 |
Acrobatics +18 | Tumble +13 | Balance +16 | Disable Traps +13 | Lockpicking +13 | Thievery +13 |
Locate Traps - | Escape +12 | Sleight +13 | Appraise - | Gather Info +3 | Knowledge - |
Ride +13 | Nature - | Use Object +13 | Search - | Hide +13 | Willpower +10 |
Talents: Pass 1 Gather Info/day
Primary 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.
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 boosted by the monk's supernatural powers
and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Secondary Class: Combat
Class Bonus: +1d 1/combat
Secondary Profession: Brawler
Profession Bonus:"Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
Race: Saiya-jin (Original)
Racial Weakness (if applicable):None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
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.
Racial Skill: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.
Ruby - 26
Obsidian - 30
Obsidian - 30
Flavor: 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.
Flavor: Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. This is a constant effect.
Flavor: Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
1.Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
2.Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
3.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.
4. 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.
5. 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.
6. 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.
7. F.Topaz) Delay Pain : You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
8. As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +3 mundane defense throughout combat. At Emerald, the defense improves to +4, at Obsidian to +5, and at Diamond to +6. This is a constant effect.
9. 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. This is a constant effect skill.
10. Double Tech : You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an innate skill.
11. (Monk) 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.
12.Punch Through [TEAMWORK] You and your allies that have this skill are able to ignore any target's damage reduction. If two are using this, you ignore DR/5, if three allies have this skill, you ignore DR/10, if more than three are using it, you ignore DR/15.
13. F.Amber)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. This is an innate skill.
14. Amber)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.
15. Amber)Jawbreaker : You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent, you can cripple that opponent’s mouth, dealing normal unarmed damage as well as stunning them for one round. Also, until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this skill. Once per combat.
16. Amber) 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.
17. F. Sapphire) Lightning Initiative You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. This is a constant skill.
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)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. This is an innate skill.
20. Sapphire) 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.
21. Combat) Combat Affinity- You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
22. F.Emerald) Dance Magic: You've learned to cast magic without the need for a verbal component, instead replacing that with some form of physical gesture that must be repeated correctly each time. This also allows you to cast spells while silenced, but you can't cast any spells while bound or physically restrained. This is an innate skill.
23. Emerald) Blurred Fist: This skill allows you to make one attack per combat that bypasses all defense boosts that your target may have such as armor, amulets, etc. They may still make defensive actions such as evade, but it negates their defense boosts.
24. Emerald) Anticipate Evade: Your agility allows you to anticipate an enemy's evade, so that you can easily circumvent their actions. This negates the use of any type of evade skill, spell, CM, loot, etc and causes your target to take half the damage intended for them.
25. Emerald) 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.
26. 3rd Year Anniversary Custom Flaw) Mobile Tail: His tail is 6 feet in length and acts as an additional limb to him. He is able to use it for a multitude of tasks from climbing, to hanging, to using, retrieving and stowing items as it has the dexterity of a human hand. His tail cannot be targeted separately for attacks. The strength of his tail is determined by his own strength trait and his tail allows him to add +3 to any logical checks made involving the use of his tail (i.e. climbing, balance, use object, strength etc.)
27. Monk)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.
28. Devout) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
29. F. Ruby)Transcend Suffering: A monk is able to survive comfortably in conditions between -50 and 140 degrees
Fahrenheit (-45 and 60 degrees Celsius) without having to make any Endurance saves.
30. Ruby) Sacrifice - You are adept at taking the brunt of an attack meant for another. You may choose to take the attack of a fellow combatant upon yourself once per combat and take half the damage. Please use logic when you roleplay taking the damage. It must be something you can logically do.
31. Ruby) Master of Four Winds : The Monk's breath of life is carried on the winds of fate. At this rank, if the monk is restored to life, he doesn't lose a rezz for doing so, nor does he lose xp or dice. This can be used 1/week.
32. Ruby) Redirect: Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
33. Brawler)Steel Skin : You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat.
34. Rep 20 F) Nightmarish Mind: You are resistant to madness, and gain a +3 to all rolls against madness or insanity spells, skills or effects.
35. Rep 25 F) Natural Spell: While shapeshifted, you are able to use and cast your spells as normal, even if you usually need verbal components. This is an innate skill.
36. Rep 30) Alert : You gain a +5 to Spot and Listen Checks.
Flaws:
Arrogant- Penalty: -2 penalty to all social interaction skills.
Code of Honor- Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
Ambitious- Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
Weapons with dice effects / enchantments:
Primary Weapon:Golden Leopard- 1d10
Paragon: +2 sides
Iron Fist☼☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Battering Hand ☼
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
Crushing☼☼
A crushing 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/tech enchantment.
Secondary Weapon: Golden Leopard- 1d10
Paragon: +2 sides
Flying Kick ☼☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Brawn☼
This improvement allows you to add a +5 to any Strength Rolls to break mundane objects.
This improvement allows you to add a +5 to any Strength Rolls to break mundane objects.
Impact ☼☼
Any tech 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.
Ranged Weapon: Invocation- Magic Smite 2d5
Stardust Breaker/ Forming an rainbow orb of ethereal energy he crushes it into fragments which he hurls through the target. The energy easily passes through the armor and into the body of the target and begins to disintegrate the body from the inside out turning it into stardust.
Evocation: Magic Sphere [1d5]
Blaster Shell or Trap Shooter/ Within his hand he forms a green orb of ki energy which expands consuming his hand before exploding forward in one of two ways.
1.(Blaster Shell) A singular green ki blast which rushes forward to devastate the enemy.
2.(Trap Shooter) Multiple small blasts all homing in for a single target to devastate them both physically and mentally making them feel as though they cant escape it.
Hidden Weapon: Dark Creeper Dagger- 1d4
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Buckler- +1 defence
Heraldic Crest, Ferocity ☼ ☼ ☼
This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This symbol depicts a charging boar. The bearer gains a +2 to their damage. Once per day, the shield casts rage causing the bearer to be able to roll their combat dice twice.
Selfless Devotion ☼ ☼
This shield enchant gives the shield bearer a supernatural reflex against surprise attacks. If an attack comes unexpectedly against anyone on the bearer's team, the attacker is automatically compelled to direct his attack at the shield bearer and he is instantly aware of it enough to use any defensive skills he would normally not be allowed to use. This can be used once per combat.
This shield enchant gives the shield bearer a supernatural reflex against surprise attacks. If an attack comes unexpectedly against anyone on the bearer's team, the attacker is automatically compelled to direct his attack at the shield bearer and he is instantly aware of it enough to use any defensive skills he would normally not be allowed to use. This can be used once per combat.
Head/Headband: Ear Cuffs De Emilo [Head/Earring]
Handcrafted by a gnomish master jeweler, these strange looking ornaments are actually the pulled fangs of former Arkis First Mate Emilo after he took over the mind of Paragus. Each fang hangs from an intricately wrapped brass wire ear cuff that clings to the inside and outer edge of a non pierced ear. Contact with the cuffs grants the wearer a boost of +2 Willpower for willpower checks. This boost is for checks only and does not alter the willpower trait bonus.
Face/Eyes: Phantom Goggles
These leather with smoke color lens goggles are more than they seem . Through the lens enchantments they effectively allow you to strike, whether unarmed or with a weapon, incorporeal creatures.
Neck: Purple Cats Eye Amulet of Armor- +7 magical and mundane
Torso: Monks Tattoo-
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.
Body/Armor: Temple Cyclas (monk primary focus) [Body]
This unassuming brown cloth gi fits snugly and yet loose to allow martial arts to be practiced with ease. It's surprisingly defensive, providing +15 to both magical and mundane defense. (Light Armor, Defense Cap 20, No Qck cap or Initiative penalty) This garment will add +10 to the wielders healing points, or self healing points, and once per combat, they can use either as a free action during their turn. If the wielder possesses the skill 'Martyr', once per week they can choose to take a debilitating status from another with no penalty to themselves.
Cloak/Shoulders: Griffinmane Coat- +5 def mun and mag.
This rough golden brown cloak is exceptionally strong and light and is woven from the mane of a griffin and allow the wearer to fly for up to 30 minutes per day.
[Worth: 16,000gps]
Waist: Temple Belt (monk primary focus) [Waist] This unassuming black belt hides a great secret, increasing the wielder's strength and durability. The wielder gains +5 to all strength based checks, as well as a natural DR of 1/-. (It does not stack with any other item for Damage reduction purposes). Also, any regenerative (HP per turn) items have their effects increased by 1.
Legs:
Arms/Wrist: Wristbands of Bonus Spell-This enchantment causes an item to allow a mage to cast another spell in combat besides those already allowed. You must have Magical Affinity or Psionic Affinity to use an item with this enchantment.
Hands: Weighted Gloves- These gloves have a thick padding of material over the knuckles and backhand forming a void in between which is typically filled with sand. These gloves add +3 to all unarmed damage.
Feet:
Body Mod: 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.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Temp Tattoo: Dra'Myda's Boon- A rune of a dragon on their shoulder was placed until they use the boon (Earns them a reroll to one strike in an adventure. After they use this boon it disappears and can no longer be used)
Rings: (Up to two active)
1.Ring of Evasion [Ring]
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
[Worth: 6,500gp]
2. Ring of Autonomy [Ring]
This ring causes it's wearer to be rendered invulnerable to all types of mind control or mental influence, both magical and psionic. This ring does not prevent normal mental contact such as telepathy, and only effects that cause the wearer to act against his will (charm person, suggestion, etc) are prevented.
[Worth: 12,500gp]
Free: 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 portalto the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Yule Free.Peppy Candy Cane: This candy cane grants a pep in your step! For one full adventure, when this candy cane is eaten, you gain a +1 to your QCK. This cannot take your QCK over the max of 16. One Use, Consumable.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots- In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material.
1. Moonglobe Flashlight
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
2. x2 Spectroscopes: Type: Mind-Affecting Effects: Confusion Projects two holograms of the user in order to confuse the enemy. A roll of 1d3 is required to see if they hit the right person. A roll of "2" hits the original user. Lasts one full round. EFFECT - One Deployment Greater: Last three rounds.
3. x2 Shocking Feedback :Type: Effect Effect: Reflect This handy engineering marvel creates an energy field that catches then reflects damage back to the attacker. EFFECT - One Deployment Greater: Reflect all Damage
4. Magic Bedroll: This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
5. Flask of Endless Water [Slot: Magic Item]
This plain flask is always filled with clean, drinkable water.
6.Field Provision Box [Bento Box style]
Produces full days sustenance (food and water) for up to 15 humans or 5 horse, once per day.Servings of rice, sushi, tempura vegetables and fish and ramen.
7.Jack's Bat [1d5] - This odd shillelagh has the words "Louisville Slugger" emblazoned on the wood, no one is quite sure what it means. It also seems to have a signature on it that is impossible to read. When using this bat, the user cannot help but utter, "I'm not going to hurt you, I'm just going to bash your brains in," at least once.
8.Fizzwinken's Psychedelic Morphing Combat Bastion
This +18 DEF (+13 Magical DEF) mithralweave armor consisting of a pair of pants, a tunic and belt fits perfectly, and is constantly shimmering and shining with all the colors of the rainbow when light hits it's metallic surface (a little bit like a disco ball!). It feels like cloth, as the threads making up the armor are made of mithral leaving it easy to move yet very protective. This is considered medium armor, but there is no initiative penalty, and no magical penalties. The mithralweave belt seems to have a mind of its own, and can be used each round to make a melee attack that adds 1d4 dmg to your own melee attack against the same foe. This color-shifting armor transforms along with you when you shift, fitting your new body shape and size with the same defenses as before. It is nearly impossible to be stealthy in this armor, unless you cover it up with a cloak of some sort.
9.
10.
4th anniversary small bag of holding:
1.
2.
3.
Free slot: Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items)
White Gi with Blue sash obi
Backpack
Chalk x2
Slate Board
Spyglass
Marbles
Hourglass
Empty Flask x4
Candles x5
Flint & Steel
Oil Flask x2
Canvas x5
Other Things--
Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
[Worth: 5,000gp]
Gloves of the Battlefield Angel [Hands]
These dirty, white gloves repel any attempted to clean them, magical or otherwise. The right glove emits a blue glow, and has the ability to heal up to 15 hit points per adventure via positive energy. The left glove emits a grey glow, and has the ability to heal up to 15 hit points per adventure via negative energy. Wearing both gloves together and touching a target heals them of any illnesses and diseasesthey may have, and can be used in this way up to three times an adventure.
[Worth: 8,000gp]
Bag of Flames [Magic Item]
This small, red burlap sack feels warm to the touch. A bag of flames contains a tiny ember of pure elemental fire. The bag has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you place your hand into the bag allows you to draw forth fire to create a particular effect. The fire does not harm you.
1 charge: Putting your hand into the sack, flames cover your hand, allowing for light (or a very nasty unarmed hit!). This lasts for 1 hour unless you will it away sooner.
2 charges: You hurl the flame up to 30 feet away, whereupon it immediately turns into a Small fire elemental and attacks that round, giving you a +5 to that one attack. The elemental fades after use.
3 charges: Faint wisps of flame spread up your arm and cover your body. This sheath provides immunity to fire for one full combat. You can touch an adjacent creature to grant it the immunity instead of you at any time.
[Worth: 8,000gp]
Heritage Book [Book]
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
[Worth: 2000gp]
Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
Boots of Combat -This enchantment causes an item to allow a combatant to use another combat maneuver in combat besides those already allowed. You must have Combat Affinity to use an item with this enchantment.
3 Blue Sapphires (1000gp Each)
2 Star Rubies (1000gp Each)
1 Onyx (50gp)
Carrikal 1d8
Stick with a beasts jaw tied to its end.
Blueice Goblet
This metal goblet is inlaid with a thin layer of blueice. It will not melt in any environment, and it will keep whatever drink you put into it ice cold.
Icicle Rod
An icicle rod looks like nothing more than a 3-foot-long icicle. The rod remains cold to the touch at all times but never melts. While it is held, the wielder gains +5 DEF against cold attacks. It may be wielded in melee as a "frost" enchanted short sword [1d5]. Three times per adventure the wielder may fire an icicle from the rod as a ranged attack, doing [2d5] damage.
Bag of Fondling [Magic Item]
This item hails from the demiplane of Erotikas! This ruddy colored bag is about the size of a belt pouch, warm, slightly resilient to the touch and squishy like wet clay. The bag has three uses: firstly, it can be fondled and squeezed constantly in one’s off hand for stress relief. Secondly, the bag can be opened and any body part held within it will be gently fondled and massaged. Finally, if cuddled up to overnight the comforting warmth and massaging action of the bag allows the owner to get a restful, full night's sleep.
[Worth: 1000gp]
Bones 250gp (Enough to fashion a small piece of armor etc)
Small dragon's egg (500gp)
Obsidian Arrowhead
'Runic Key': A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Twenty)
Winter Biathalon(2016) Bronze Cup
Spectacles of Revealing- These rose tinted glasses when worn allow the wearer to see everyone they look at in the nude.
Orb of Desperation [Magic Item]
This small dark brown orb seems unremarkable except for it's smoothness and solidity. It cannot be broken, by no means, magical or mundane, and always finds a way to return to the one who owns it. This orb seems to do nothing, however, when the holders life is in danger, it will activate, automatically passing one save that would greatly harm (severe poison, immobilized paralysis). After this use, the orb breaks and cannot be fixed.
Bekkler's Magical Elixer [Consumable]
This pink elixer has three different uses. First, it can act as a full heal potion. Second, it can give a person a +3 bonus to saves versus spells and effects that influence the mind and body. (Charm, Compulsion, Poison, Paralysis) Third, this potion can add +3 to either Diplomacy or Intimidation for one full quest. One use can be selected at a time.
3/3 Uses
Bekkler's Magical Mastery [Magic Item/Voucher]
This card given out by Bekkler is a long rectangle of lavender and gold. To others, it would seem like
it read gibberish, but to anyone who owned one, they would read that this card would enchant any weapon, armor or other item that can be enchanted in such a way (Up to 2 stars worth) instantly and without cost, a prize for being such good sports when the Tent of Horrors came to town. Please let tesarikone know what this is being used on when it is used.
it read gibberish, but to anyone who owned one, they would read that this card would enchant any weapon, armor or other item that can be enchanted in such a way (Up to 2 stars worth) instantly and without cost, a prize for being such good sports when the Tent of Horrors came to town. Please let tesarikone know what this is being used on when it is used.
Box of Pep Chocolates [Consumable]
There are seven chocolates in this box. Each one has it's own special slot and corresponds to one of the seven traits. Eating one will add a +1 to that particular trait (Max 16) for a whole quest or mission, but consumes the chocolate. At the start, each slot is filled, but once a slot is empty, any other chocolate can be placed in that slot, and becomes that type after 24 hours. (I.e. if you eat the red chocolate for Str, you can move the Orange chocolate to that slot, and a day later, it's red. But you lose the orange chocolate)
Red = Strength
Green = Quickness
Brown = Endurance
Blue = Willpower
Orange = Intelligence
Yellow = Perception
Pink = Charisma
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.
4th Anniversary Bottle-Rocket
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.
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.
4th Anniversary Bottle-Rocket
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.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
Mutation:
Hair Turns Silver in MoonlightQuirks:
Whimsical : You decide to do things simply because you feel like it...
Physical Marking: X style scar under right pec, slash scar across upper right arm.
Routine: There is something you must do for your style, every day. E-V-E-R-Y day. If you do not do so, your entire day is ruined and nothing will go right. (Workout)
Insomnia - Has a very hard time sleeping often goes days without sleep.
Daredevil : You only really feel alive when you're staring death in the face.
Hopeless Collector : You constantly collect some random, often useless item.
Addiction - Has to work out at least once a day.
Short Temper : You get enraged easily, going berserk whenever you suffer damage.
Other Information: (You can put age, description, status, children, etc)
--Age: 30
--Height: 6'2"
--Weight:195 lbs
--Eyes:Black eyes,
--Hair:Blonde hair with red ends down to mid back(silver in moonlight), Monkey Tail
--Birthday: 11/22 (22nd of Dannui's Rise, Timespinners Era)
--Sign of the Hydra
**Lucky Bonus: Your friendly personality helps you find out what you need to know, giving you a knack for gaining information from people. You pass one Gather Information check a day.
--Born under High Sun
--BONUS: You gain a +1 bonus to any checks that require Willpower.
--Birthstone: Diamond
--Tree: Yew
--Tree: Yew
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Ruby: 16 + WLP spells a day / 8 + WLP per quest= 23/ 15 10/42 spells used
Base DC: 14 +7 WLP= 21
Ruby: Range 200ft / Duration 24 hours
Possible Spells: 58 (at ruby shield)
Spells Used: 14
Ape Ki Beam/ Attack/ Save- Yes/ DC-21 / Ruby- +16 dmg/ When in Great Ape form he is able to gather his ki within his mouth channeling it into a powerful beam of pure ki energy which fires towards target to impact and explode.
Super Saiya-jin/ Strengthen Dice Side / Save-no/ Ruby- +16 or constant +8/ Focusing his mind fully into his strength and determination and will to win and survive he is able to surpass his current power becoming stronger. This causes his hair to turn a golden color along with his eyes turning blue with a visible gold aura to surround him along with adding to his muscle mass/
Fly/ Skill Effect/ Save- no/ Ruby- 24 hours/ He is able to channel his ki into allow him to fly.
Back To You/ Reflect/ Save- Yes/ DC-21 / Ruby: Reflect 1/2 Dmg / Channeling his ki into any part of his body he is able to return any attack onto his opponent. Causing a backlash of energy from a melee attack back on the enemy or literally smacking a magical attack back at the enemy who cast it.
Super Saiya-jin II/ Attack Enhancer/ Save- No/ Ruby: full combat, 2d5 Damage/ Furthur focus of his ki he is able to push his body even furthur past its limitations. His hair in turn grows longer and his eyes turn light blue as his veins bulge with the amount of ki flowing through his veins allowing him to deal more damage.
Super Saiya-jin III/ Dual Spell- Enhancer + Strengthen Sides/ Save- no/ Ruby- +7 sides +2d5dmg/ When enough just isnt enough he may furthur surpass his limits to an unimaginable level. His veins throb with the ki now coursing through his veins which is pushing his body past its previous limits. His hair grows even longer now down to his lower back while his brow becomes more prominent and his eyes become bright cyan
Super Saiya-jin IV/ Dual Spell- Strengthen Sides + Constant Damage/ Save- no/Ruby- + 7 sides +4 dmg/ From any form he is able to tap into his great ape. Turning from any form he is in into his great ape for but a moment only to shift down into a more muscular version of himself coated with a crimson fur over his body aside from his neck, pecs, hands and face his hair has become now red as it grows in length. His eyes become a cyan color with rings of red around them.
Azure/ Dual Spell/Save:no/ Ruby: +3 strike + 7 sides/ His body has become more steamline and there has been a visible loss in muscle. This has left him quicker and more able to strike with swift and precise strikes to his opponents. His hair has taken on an azure shade and his aura has also become a sapphire glow which his body expells its inner ki into only to be reabsorbed and make himself stronger.
Scarlet/ Dual Spell/ Save: no/ Ruby: +3 strike +1d / His hair has become a golden hue with scarlet ends while his aura has become a brilliant scarlet in coloration. His body has lost a touch of its muscular physique while scarlet inkantations have formed over his body, across his chest, upper arms, forearms, face, abdomen and lower body all holding within them a substantial amount of his own ki within them which constantly gets fed into his body.
x100/ Attack/ Save- Yes/ DC-21/Ruby- + 16 dmg/ When using any of his ki attacks he is able to pour that much more energy into them causing them to become more deadly than they would normally be.
Duplicate/ Evade/ Save- No/ Ruby & Obsidian: Evade Full Dmg/ He is able to expel his ki into the physical world for not only attacks but to aid in avoiding damage aswell. He is able to visually create duplicates of himself of himself at his sides which when done cause him to change position with one of the others.
Ki Expression/ Group Strengthen Dice Sides/Ruby: 8 + 8 PC's / Save: no (unless unwilling)/ Focusing on the combat situation he is able to focus his ki and send it out into his allies allowing them to feel a surge of raw power
from him.
from him.
Potential Unleashed/ Trait Buff/ Ruby: +2 strength/ Save: no/ Focusing on himself and calming his mind he is able to unlock his hidden potential.
SSJ/ Flavor Effect/ Save- no/ He is able to manipulate his ki to suddenly jump to any of his super forms. He however does not gain the bonuses from the separate techniques only the visual aspects. Ssj I- gold hair, blue eyes and aura. Ssj II- slightly longer gold hair, blue eyes and aura with larger muscles. Ssj III- longer gold hair, cyan eyes, aura, prominent brow. SsjIV- Fur growth, red rings around eyes, larger muscles. Azure- hair turns blue, becomes much thinner. Scarlet- scarlet tattos all over body and face, golden hair with scarlet ends, slightly thinner than normal.
Combat Maneuvers: Base DC- 14 Ruby: Range 200ft / Duration 24 hours / 4 per combat
Tail Attack/ Attack/ Save Yes (Str vs Qck)DC-28/ Ruby:+ 16 dmg/ Using that great simian tail of his he is able to utilize it in combat from thrusting into to smacking against enemies.
Kaioken/ Strengthen Dice Sides/ Save no/ Ruby: Constant +8 sides/ Channeling his inner energy(chi) he is able to unlock his hidden potential his muscle tensing and his strikes becoming more devistating.
Instant Transmission/ Evade/ Save no/Ruby & Obsidian: Evade Full Dmg / When he senses in incoming attack he is able to tap into his hidden speed temporarily to move swiftly from his spot to another around his enemy or away from is enemy anywhere within 100 feet. The speed of this actually to the naked eye looks as though he literally vanished and reappeared when he in fact swiftly physically moved to that location through no magical means.
I am a Saiyajin!/ Heals/ Save no/ Ruby & Obsidian: Heal Full Dmg/ Being of a warrior race they are well known for their resilience and their quick healing. When pushed to his limit his body actually will rapidly heal.
You Call That A Hit?/ Defense Absorb/ Save no/ Ruby: Absorbs 11 Dmg/ His race is well known for their resilience in battle and when in times of intense fights they seem to literally shake off a hit as though it didn't even happen or as though they felt only a portion of it.
You Cant Keep Me Down/ Strengthen Hit Points/ Save no/ Ruby: 12 Hit Points/ He is able to literally push himself past his normal limits even as a living being. Even though one would think he has taken enough damage to keep him down he just doesn't know how to stay down so long as he can open his eyes and force himself to his feet.
Wh...at! This Cant Be!/ AoE Weaken Dice Sides/ Save Yes (Str vs Wlp)DC-28/ Ruby: -8 [5 NPCs]/ Watching him in combat and his resilience and might actually comes to dishearten his opponents making them weaker in their fight against him as they are so uncertain if they can take him down.
Oh No You Dont!/ Combat Effect/ Save yes (Str vs Qck) DC-28/ His opponents know just how strong he is and when they need to evade him. But unfortunately he has trained hard for this exact moment and is able to anticipate their evade and can catch them with another attack.