Post by Rune Dravre on Nov 4, 2015 9:19:19 GMT -5
Name: Rune Dravre
Race: Dhampir
Alignment: Neutral - Evil
Race: Dhampir
Alignment: Neutral - Evil
Size: Medium
Height: 5'8''
Weight: Between 145-150lbs
Hair: Usually black, though it does vary at times.
Eyes: Blue/Gray (One red and one Gold)
Place of Birth: Non-disclosure - Offworld
Language(s) Spoken:
1: Common
2: Blacktongue [Free]
3: Elven [Planar Common]
4: Arkai [ Free]
5: Ancient: [Crystal Polyglot]
6: Necronian [ Topaz Polyglot]
7: Abyssal [Amber Polyglot]
8: Feral [Sapphire Polyglot]
9: Umbral [Emerald Polyglot]
10: Voivan [Ruby Polyglot]
Racial Weakness: Holy x1.5
You take twice the amount of damage from your weakness unless otherwise specified.
Game Stats:
Rank:Ruby Warrior
Dice: 3d82
Xp:636
Gp:75,179
Rep:26.5
Rezzes: 5/5
CP:148
Defense DC: 22 (10+ Quickness)
Hitpoints:56(Half Dice = 41, Endurance = 0, Willpower = 5, Diehard = 0)
Runic Keys : 6 , 3000 tokens
Flaws:
Flirt:
You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.)
Bad with Animals:
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Intolerance (Vampires):
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Custom Flaw: Cursed Touch (hand to skin) Whenever Rune touches someone with her hands to bare skin she will get a very vivid memory of their worst nightmare. This does not mean that she sees all the blood and gore, the nightmares are truly something haunting in that persons past. She relives those moments as if she were there and it was her that was feeling that way and/or being tortured in that way. From a lost loved one to the very first battle.. This is an innate flaw and stuns the person cursed with it's special brand of wickedness leaving them completely exposed and/or defenseless until the hand is dropped or pried away. Sometimes the visions can however force the cursed to pass out. The Flip side of this flaw: When Rune is either panicky or exhausted or anything with extreme emotion her own barriers might very well slip leaving a memory of her own with the other person. She cannot control what they see, it will be what is of the utmost in her mind around that person at the moment. It doesn't stun the other person and often plays by like they have known it forever, though this usually means that they realize Runic is just a little bit more different than they originally thought. You get a Willpower Save of DC15, if you fail, your DDC falls to DC10 and you are stunned for one round. This means you can't use evades, reflects, etc if you are attacked, you just use your armor.
Flavor Curse: Punishing Curse
This item has been cursed of a most curious nature. It seems that whoever "gifted" this item had either the mind of a trainer or an imp. Whenever the bearer of this cursed item fails at one of it's endeavors (Strike, Talent or Tactic DC, Trait Check, etc.), the curse activates and instantly gives the sensation of being struck upon the bare bottom with a belt dealing 1 point of damage that ignores magical and mundane defenses. This is non-lethal damage.
Class Info:
Primary Class: Support
Class Bonus: Two extra Skills
Primary Profession: Bloodhound
Profession Bonus: 1 free bloodhound skill
Secondary Class: -- Arcane
Class Bonus: -- Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: SpellBorn
Profession Bonus: -- Bonus - "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
Attributes:
Strength [5]
Quickness [12]
Endurance [0]
Willpower [5]
Intelligence [7]
Perception [2]
Charisma [0]
Skills:
Utility Skills:
Darksight: - The ability to see in total darkness up to 60 feet. [Racial]
Lesser Vampiric Command: (racial) - This is just like Vampiric Command, except that the DC is lowered to DC12 to resist, and the target can roll every half hour to break free from the command.
Prerequisites: Dhampire Racial
Acrobatic: (support)- You have excellent coordination, and can take a +5 to all Acrobatics Checks
Magical Affinity: (flaw) - You have innate or learned magic ability. You cannot use magic in OH without this skill.
Investigator: (flavor crystal) - You gain a +5 on Gather Info, Insight and Search Checks.
Polyglot: (flavor crystal) - 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.
Knowledge: (flavor crystal) -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 - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Dexterous Fighter: (crystal)- This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
Combat Marksman: (crystal) - You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
Intimidating : (flavor) You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Tribe Mentality: [Teamwork] You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
Prerequisite: Alchemy Skill
Walk the Walls : You can run straight up a wall for a few seconds (8 feet) without making a climb check.
Prerequisites: Acrobatics Skill
Witch-Hunt: The Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage.
Momentary Disjunction: This allows a Bloodhound to temporarily remove the spellcasting capability of their Mark. How many rounds of Disjunction you can cause per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed
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'.
Flavor:Halo of Light : The spell creates a small halo of light above the caster's head, which will light a small area, and move with the caster for one mun hour per INT bonus or until extinguished.
Prerequisites: Magical Affinity
Gotcha: You can stop an ally from falling or being moved. When an ally in reach is knocked prone, pushed, pulled, or is falling you can make a DC15 Strength or Quickness check immediately to keep them standing or prevent the movement. In the case of falling allies you must keep hold of them. You must have a free hand to perform this action but you may drop an item as part of this action before making the check.
Prerequisites: Acrobatics
Engineering Knack: You have a knack for innovation in your craftsmanship, and are considered the most technologically advanced crafter in the community. This skill allows you to craft engineering feats and marvels of science with schematics. See our crafting rules for more information.
Prerequisite: Alchemy
Track the Trackless : A bloodhound of high enough rank can track a creature even if they have trackless step, or under the influence of a spell or magic item that allows them to leave no trace.
Prerequisites: Bloodhound (Primary) only AND Sapphire Rank
FLAVOR
Modified Engineering: You have taken the world of engineered crafting to new heights. You have now gained the ability to modify existing schematics to make them more powerful and stronger in their uses.
Prerequisite: Engineering Knack
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. COST: 100 XP, Story of at least 300-500 words, Emerald Marshal Rank, Reputation 20
Selective Spell : When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster.
Prerequisite: Magical Affinity or Psionic Affinity
Silencing Strike: When a bloodhound successfully hits a mark with a melee attack, the bloodhound may choose that the opponent is unable to speak for rounds equal to a lose turn, once per combat. This prevents casting spells with verbal components, or shouting warnings or alarms.
Prerequisites: Bloodhound, Ruby Rank
(V-Ruby Rank)
Unconditional Power : Disabling conditions do not hold you back as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
Prerequisites: Spellborn, Emerald Rank
(V - Magical/Psionic Affinity)
Flavor: Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
Prerequisite: Magical or Psionic Affinity
Wolfpack Critical [Teamwork]: While on a quest with Elly, Rune, Viper or Logen, any weapon you use criticals at 19-20. Logen can be present for those listed to get this reward, but Logen himself does not get the reward. This does not stack with any other skill or enchant or loot item that improves your critical such as Obsidian material, or Impact enchantment. [Free skill from Logen's EPQ]
Combat Skills:
Dark Embrace: (racial) -The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost. Once per combat.
Prerequisites: Blood Feeding Creature, Self Heal Skill
Point Blank Shot: - You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
Executioner's Shot: As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to add your Quickness bonus twice to your damage for one shot per combat.
Prerequisites: Any ranged weapon.
Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of one attack per combat with your ranged weapon, including firearms.
Prerequisite: Amber Rank
Eagle Eye: A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
Prerequisites: Point Blank Shot
:One With Wood: You can get more damage out of wooden weapons.You gain a +2 damage when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)
Defense/Evades:
Shadow Form: (support) - Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
Prerequisites: Magical or Psionic Affinity, or Approved Race (such as shadowkin)
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.
Prerequisite: Acrobatic Skill
Dead men are Poor men:(free defense) Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat.
Prerequisites: Bloodhound (Primary)
Gear:
Primary Weapon:Miss Direct - Composite Longbow [2d8] [+2 = 2d10] :: Spellshocked Wood :: Enchants [ Adaptive:: Unerring Accuracy]
Secondary Weapon: Sword Cane- 1d6 ***
** Venomous: A venomous weapon needs no poison to be rubbed on it's surface, it drips with poisonous venom as soon as it is unsheathed. A venomous weapon's wounds cannot be self-healed.
* Bloodtracer: A bloodtracer weapon has a small vial attached within the hilt or somewhere safe, that collects the blood of any creature that you are attacking and actually make a strike that causes bleeding. Useful for many things including alchemists.
Ranged Weapon:
Hidden Weapons:
1. Paragon (Knee Blade) Sheath Scythe 1d6
2.Leaxo's Dagger [Weapon]
This is a beautiful, gem-studded bronze dagger with an edge that never needs sharpened. It has a slight curve to the blade and the hilt and sheath are covered in gemstones forming the symbol of Leaxo, a set of scales. It gives a 1d4 ATK.[Worth: 2000gp]
Worn Items:Head: Psion Master's Eyes [Head/Eyes]
These violet crystal lenses fit over the wearer's eyes. While wearing these lenses, all spells used with Psionic Affinity gain a +2 to their spell save DC. The psion wearing the lenses also gains a +2 to any saves they are asked to make against any psionic spells that targets them.
[Worth: 8,000gp]
Face:
Neck: Copper Coin +10 HP - The copper coin is fashioned into a black velvet and leather choker that looks like a collar, the coin itself is held in place by a small o-ring found on the finely crafted collar.
Torso: Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
Body (Armor): Mithralweave Corset +13 DEF w/ Shadowskin
Comfort** | Ethereal** | Shadow* |Magically Warded
Coat:
Waist:
Legs:
Arms/Wrist: Bowmaster's Bracers [Arms/Wrist]
This simple pair of leather shooting bracers are designed to protect the wearer’s wrist from being snapped by bowstrings. The wearer of these bracers gains damage reduction 5/magic against ranged weapons, as well as a +1 DEF against ranged attacks. In addition, once per combat, the wearer can grant herself a +3 bonus to her ranged strike against one enemy that round.
[Worth: 16,000gp]
Hands:
Gauntlets of Extended Range
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you use a ranged weapon of any kind, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.
[Worth: 1000gp]
Feet:
Rogue's Boots
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
Body Mod:
Rings:
1:Ring of Darkhidden - Even when darksight is used the wearer of this ring will remain hidden. (Invis to all even when darksight is used)
2:Ring of Continuation [Ring]
This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a beneficial spell on himself, that spell remains in effect for double the duration or until the wearer casts another spell on himself (whichever comes first). So, a spell that gives you a certain amount of defense for one combat, would last through two combats. A spell that gives you an effect for 15 minutes, would last 30 minutes.
[Worth: 7,000gp]
1: Common
2: Blacktongue [Free]
3: Elven [Planar Common]
4: Arkai [ Free]
5: Ancient: [Crystal Polyglot]
6: Necronian [ Topaz Polyglot]
7: Abyssal [Amber Polyglot]
8: Feral [Sapphire Polyglot]
9: Umbral [Emerald Polyglot]
10: Voivan [Ruby Polyglot]
Racial Weakness: Holy x1.5
You take twice the amount of damage from your weakness unless otherwise specified.
Game Stats:
Rank:Ruby Warrior
Dice: 3d82
Xp:636
Gp:75,179
Rep:26.5
Rezzes: 5/5
CP:148
Defense DC: 22 (10+ Quickness)
Hitpoints:56(Half Dice = 41, Endurance = 0, Willpower = 5, Diehard = 0)
Runic Keys : 6 , 3000 tokens
Flaws:
Flirt:
You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.)
Bad with Animals:
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Intolerance (Vampires):
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Custom Flaw: Cursed Touch (hand to skin) Whenever Rune touches someone with her hands to bare skin she will get a very vivid memory of their worst nightmare. This does not mean that she sees all the blood and gore, the nightmares are truly something haunting in that persons past. She relives those moments as if she were there and it was her that was feeling that way and/or being tortured in that way. From a lost loved one to the very first battle.. This is an innate flaw and stuns the person cursed with it's special brand of wickedness leaving them completely exposed and/or defenseless until the hand is dropped or pried away. Sometimes the visions can however force the cursed to pass out. The Flip side of this flaw: When Rune is either panicky or exhausted or anything with extreme emotion her own barriers might very well slip leaving a memory of her own with the other person. She cannot control what they see, it will be what is of the utmost in her mind around that person at the moment. It doesn't stun the other person and often plays by like they have known it forever, though this usually means that they realize Runic is just a little bit more different than they originally thought. You get a Willpower Save of DC15, if you fail, your DDC falls to DC10 and you are stunned for one round. This means you can't use evades, reflects, etc if you are attacked, you just use your armor.
Flavor Curse: Punishing Curse
This item has been cursed of a most curious nature. It seems that whoever "gifted" this item had either the mind of a trainer or an imp. Whenever the bearer of this cursed item fails at one of it's endeavors (Strike, Talent or Tactic DC, Trait Check, etc.), the curse activates and instantly gives the sensation of being struck upon the bare bottom with a belt dealing 1 point of damage that ignores magical and mundane defenses. This is non-lethal damage.
Class Info:
Primary Class: Support
Class Bonus: Two extra Skills
Primary Profession: Bloodhound
Profession Bonus: 1 free bloodhound skill
Secondary Class: -- Arcane
Class Bonus: -- Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: SpellBorn
Profession Bonus: -- Bonus - "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
Attributes:
Strength [5]
Quickness [12]
Endurance [0]
Willpower [5]
Intelligence [7]
Perception [2]
Charisma [0]
Skills:
Utility Skills:
Darksight: - The ability to see in total darkness up to 60 feet. [Racial]
Lesser Vampiric Command: (racial) - This is just like Vampiric Command, except that the DC is lowered to DC12 to resist, and the target can roll every half hour to break free from the command.
Prerequisites: Dhampire Racial
Acrobatic: (support)- You have excellent coordination, and can take a +5 to all Acrobatics Checks
Magical Affinity: (flaw) - You have innate or learned magic ability. You cannot use magic in OH without this skill.
Investigator: (flavor crystal) - You gain a +5 on Gather Info, Insight and Search Checks.
Polyglot: (flavor crystal) - 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.
Knowledge: (flavor crystal) -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.
- Monster Lore
- Region Knowledge (Kullyr)
- Undead-(specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.)
- Alchemy & Potions (properties of chemicals, compounds, organic materials)
- Dungeoneering (anything related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing dungeon hazards, and foraging for food in the Underdark, aberrations, oozes)
- Arcane
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Dexterous Fighter: (crystal)- This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
Combat Marksman: (crystal) - You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
Intimidating : (flavor) You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Tribe Mentality: [Teamwork] You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
Prerequisite: Alchemy Skill
Walk the Walls : You can run straight up a wall for a few seconds (8 feet) without making a climb check.
Prerequisites: Acrobatics Skill
Witch-Hunt: The Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage.
Momentary Disjunction: This allows a Bloodhound to temporarily remove the spellcasting capability of their Mark. How many rounds of Disjunction you can cause per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed
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'.
Flavor:Halo of Light : The spell creates a small halo of light above the caster's head, which will light a small area, and move with the caster for one mun hour per INT bonus or until extinguished.
Prerequisites: Magical Affinity
Gotcha: You can stop an ally from falling or being moved. When an ally in reach is knocked prone, pushed, pulled, or is falling you can make a DC15 Strength or Quickness check immediately to keep them standing or prevent the movement. In the case of falling allies you must keep hold of them. You must have a free hand to perform this action but you may drop an item as part of this action before making the check.
Prerequisites: Acrobatics
Engineering Knack: You have a knack for innovation in your craftsmanship, and are considered the most technologically advanced crafter in the community. This skill allows you to craft engineering feats and marvels of science with schematics. See our crafting rules for more information.
Prerequisite: Alchemy
Track the Trackless : A bloodhound of high enough rank can track a creature even if they have trackless step, or under the influence of a spell or magic item that allows them to leave no trace.
Prerequisites: Bloodhound (Primary) only AND Sapphire Rank
FLAVOR
Modified Engineering: You have taken the world of engineered crafting to new heights. You have now gained the ability to modify existing schematics to make them more powerful and stronger in their uses.
Prerequisite: Engineering Knack
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. COST: 100 XP, Story of at least 300-500 words, Emerald Marshal Rank, Reputation 20
Selective Spell : When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster.
Prerequisite: Magical Affinity or Psionic Affinity
Silencing Strike: When a bloodhound successfully hits a mark with a melee attack, the bloodhound may choose that the opponent is unable to speak for rounds equal to a lose turn, once per combat. This prevents casting spells with verbal components, or shouting warnings or alarms.
Prerequisites: Bloodhound, Ruby Rank
(V-Ruby Rank)
Unconditional Power : Disabling conditions do not hold you back as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
Prerequisites: Spellborn, Emerald Rank
(V - Magical/Psionic Affinity)
Flavor: Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
Prerequisite: Magical or Psionic Affinity
Wolfpack Critical [Teamwork]: While on a quest with Elly, Rune, Viper or Logen, any weapon you use criticals at 19-20. Logen can be present for those listed to get this reward, but Logen himself does not get the reward. This does not stack with any other skill or enchant or loot item that improves your critical such as Obsidian material, or Impact enchantment. [Free skill from Logen's EPQ]
Combat Skills:
Dark Embrace: (racial) -The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost. Once per combat.
Prerequisites: Blood Feeding Creature, Self Heal Skill
Point Blank Shot: - You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
Executioner's Shot: As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to add your Quickness bonus twice to your damage for one shot per combat.
Prerequisites: Any ranged weapon.
Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of one attack per combat with your ranged weapon, including firearms.
Prerequisite: Amber Rank
Eagle Eye: A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
Prerequisites: Point Blank Shot
:One With Wood: You can get more damage out of wooden weapons.You gain a +2 damage when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)
Defense/Evades:
Shadow Form: (support) - Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
Prerequisites: Magical or Psionic Affinity, or Approved Race (such as shadowkin)
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.
Prerequisite: Acrobatic Skill
Dead men are Poor men:(free defense) Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat.
Prerequisites: Bloodhound (Primary)
Gear:
Primary Weapon:
Secondary Weapon: Sword Cane- 1d6 ***
** Venomous: A venomous weapon needs no poison to be rubbed on it's surface, it drips with poisonous venom as soon as it is unsheathed. A venomous weapon's wounds cannot be self-healed.
* Bloodtracer: A bloodtracer weapon has a small vial attached within the hilt or somewhere safe, that collects the blood of any creature that you are attacking and actually make a strike that causes bleeding. Useful for many things including alchemists.
Ranged Weapon:
Hidden Weapons:
1. Paragon (Knee Blade) Sheath Scythe 1d6
2.Leaxo's Dagger [Weapon]
This is a beautiful, gem-studded bronze dagger with an edge that never needs sharpened. It has a slight curve to the blade and the hilt and sheath are covered in gemstones forming the symbol of Leaxo, a set of scales. It gives a 1d4 ATK.[Worth: 2000gp]
Worn Items:
These violet crystal lenses fit over the wearer's eyes. While wearing these lenses, all spells used with Psionic Affinity gain a +2 to their spell save DC. The psion wearing the lenses also gains a +2 to any saves they are asked to make against any psionic spells that targets them.
[Worth: 8,000gp]
Face:
Neck: Copper Coin +10 HP - The copper coin is fashioned into a black velvet and leather choker that looks like a collar, the coin itself is held in place by a small o-ring found on the finely crafted collar.
Torso: Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
Body (Armor): Mithralweave Corset +13 DEF w/ Shadowskin
Comfort** | Ethereal** | Shadow* |Magically Warded
Coat:
Waist:
Legs:
Arms/Wrist: Bowmaster's Bracers [Arms/Wrist]
This simple pair of leather shooting bracers are designed to protect the wearer’s wrist from being snapped by bowstrings. The wearer of these bracers gains damage reduction 5/magic against ranged weapons, as well as a +1 DEF against ranged attacks. In addition, once per combat, the wearer can grant herself a +3 bonus to her ranged strike against one enemy that round.
[Worth: 16,000gp]
Hands:
Gauntlets of Extended Range
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you use a ranged weapon of any kind, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.
[Worth: 1000gp]
Feet:
Rogue's Boots
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
Body Mod:
Rings:
1:Ring of Darkhidden - Even when darksight is used the wearer of this ring will remain hidden. (Invis to all even when darksight is used)
2:Ring of Continuation [Ring]
This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a beneficial spell on himself, that spell remains in effect for double the duration or until the wearer casts another spell on himself (whichever comes first). So, a spell that gives you a certain amount of defense for one combat, would last through two combats. A spell that gives you an effect for 15 minutes, would last 30 minutes.
[Worth: 7,000gp]
Consumables:
1:Full Heal Potion x 2
2:
3:Healing Infusion x4
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Improved: Heals up to 15hp
4:Cure Mutation Potion x2
Fully cures one scarring mutation from the Scarred Lands if used within 48 hours of receiving the scar. Can be used in a hypo-pistol.
5:Agony
[Rare]
Type: Blade
Effects: Pain
This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently. It does 1d6 dmg.
DAMAGE - Five Doses
Magical Pack Items:
1:Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
2:Rezz Coin 6,000gp
This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
3: Happy Tree Sap - This tree sap is very sticky, and can be used as a very powerful adhesive. It is also quite toxic, and when applied to a weapon, causes the target to take 2 additional damage each round until they pass an Endurance save with a DC: 15. Enough for 3 uses.
4:Happy Tree Ornament Bomb - This Yule ornament is filled with a gaseous form of the Happy tree sap. When thrown it explodes into a cloud ten feet by ten feet, dealing 1d6 poison damage to any who breathe it in. The cloud remains in place for 2 rounds after placement, and anyone remaining within it takes additional poison damage each round as they breathe in the cloud.
5:Friendship Bracelet
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Charm 1: Ellywick] [Charm 2: Ellis] [Charm 3: Lucy] [Charm 4: Logen]
Free Slot Items:
1:Full Heal Potion x 2
2:
3:Healing Infusion x4
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Improved: Heals up to 15hp
4:Cure Mutation Potion x2
Fully cures one scarring mutation from the Scarred Lands if used within 48 hours of receiving the scar. Can be used in a hypo-pistol.
5:Agony
[Rare]
Type: Blade
Effects: Pain
This thick, reddish-brown liquid is the distilled essence of pain, captured through special magical processes. It is sought after by outsiders and extreme masochists, as well as torturers seeking to ply their trade more efficiently. It does 1d6 dmg.
DAMAGE - Five Doses
Magical Pack Items:
1:Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
2:Rezz Coin 6,000gp
This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
3: Happy Tree Sap - This tree sap is very sticky, and can be used as a very powerful adhesive. It is also quite toxic, and when applied to a weapon, causes the target to take 2 additional damage each round until they pass an Endurance save with a DC: 15. Enough for 3 uses.
4:Happy Tree Ornament Bomb - This Yule ornament is filled with a gaseous form of the Happy tree sap. When thrown it explodes into a cloud ten feet by ten feet, dealing 1d6 poison damage to any who breathe it in. The cloud remains in place for 2 rounds after placement, and anyone remaining within it takes additional poison damage each round as they breathe in the cloud.
5:Friendship Bracelet
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Charm 1: Ellywick] [Charm 2: Ellis] [Charm 3: Lucy] [Charm 4: Logen]
Free Slot Items:
1: Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
2: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.
2: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.
[Mun section sift through for ease]
Skills bonuses[Checks/rolls]:
Acrobatic: +5 to all Acrobatic Checks
Investigator: +5 to [search, gather, insight]
Knowledge: +10 to checks involving your lore.
Intimidating: +5 to all Intimidation rolls
Rogue Boots: + 5 to spot checks and +5 to locate traps & devices on floor within 10ft
Gnomekind Ring: +2 to listen when wearing.
One with Wood: +2 to damage when using wooden weaponry (Miss Direct her bow)
Shadowskin - Able to hide in plain sight
Comfort: No endurance checks needed in any type of weather
Shadow: +5 to Hide checks
Utility:
Self- Heal - Crystal -10, Topaz-12, Amber-14, Sapphire-18, Emerald-22, Ruby-26, Obsidian-30
Tribe Mentality [Teamwork] - When active both people roll saves if both are effected
Lesser Vampiric Command - Commands dc12 to break
Momentary Disjunction - [Bloodhound] - Temporarily removes spellcasting capabilities on their Mark C/T- 1 round, A/S - 2 Rounds, E/R - 3 rounds, Obsidian -4 rounds
Halo of Light: Lights up on head to show area for one mun hour per INT bonus or until extinguished.
Track the Trackless: Can track anyone no matter if there is strong magic, illusions, no marks to be found and no real trail to follow.
Combat:
Dark Embrace - Heal (hit on target heals for self-healing points converted to damage, Def isn't applied)
Point Blank Shot - +1, Amber +2, Emerald +3, Ruby +4, Obsidian +5 to dmg
Witch-Hunt - [Bloodhound Mark] +1 to Strike and Dmg vs Spellcasting Marks, Emerald +2, Ruby +3
Executioner's Shot - Qck x 2 to dmg one shot per combat
Ranged Sniper - Qck x 1 1/2 to dmg one attack per combat with ranged
Eagle Eye- Can now use Point Blank Shot from a distance and still receive bonus
Evade:
Shadow Form - Once per combat/Evasion unless enchant for Incorporeal
Sidestep - Dodge physical [Ranged/Melee] once per combat
Dead men are Poor men - Full damage evasion once per combat
Blur - Evade magic, melee, ranged partial or full - C/T -1/4 dmg, A/S -1/2, R/O- Full
Ethereal - Once per combat may dodge full attack by turning ethereal due to corset. unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Howling Gust: A gust of howling wind encircles your target, moving them physically out of the way of an incoming attack. R/O Full
Shield of Bone: A ring of ghostly fog swirls in front of the target. With a swirl, the fog dissipates, leaving behind a shield of human bones. The attack made upon the target is stopped by this bony shield, allowing her to evade as much damage as allowed by the rank chart.
Ally Saves:
Gotcha - Must make a DC15 to catch someone falling, pulled, pushed etc. DC is dice+Qck
Defense:
Corset +13 def mag/mundane
Weapons:
Secondary - Sword Cane - 1d6
Ranged - Miss Direct 2d10
Hidden - Paragon (Knee Blade) Sheath Scythe 1d6
Hidden - Leaxo's Dagger 1d4
Languages:
1: Common
2: Blacktongue [Free]
3: Elven [Planar Common]
4: Arkai [ Free]
5: Ancient: [Crystal Polyglot]
6: Necronian [ Topaz Polyglot]
7: Abyssal [Amber Polyglot]
8: Feral [ Sapphire Polyglot]
9: Umbral [Emerald Polyglot]
10: Voivan [Ruby Polyglot]
Flaws:
1: Intolerance - Vampires
2: Flirt
3: Bad w/ Animals
4: Cursed touch: Hand to flesh contact: Willpower Save of DC15, if you fail, your DDC falls to DC10 and you are stunned for one round. This means you can't use evades, reflects, etc if you are attacked, you just use your armor.
Curses:
1: Punishing Curse
This item has been cursed of a most curious nature. It seems that whoever "gifted" this item had either the mind of a trainer or an imp. Whenever the bearer of this cursed item fails at one of it's endeavors (Strike, Talent or Tactic DC, Trait Check, etc.), the curse activates and instantly gives the sensation of being struck upon the bare bottom with a belt dealing 1 point of damage that ignores magical and mundane defenses. This is non-lethal damage.
Knowledge:
Monster Lore [Crystal]
Region - Kullyr [Topaz]
Undead [Amber]
Alchemy and Potions [Sapphire]
Dungeoneering [Emerald]
Arcane [Ruby]
Alchemist:
Poison Making
Engineering Knack
Modified Engineering
Details on Weapons/Armor:
Miss Direct - Longbow, Composite [2d8] 7000gp
+2 Boost = 4,000gp & 32CP [16,000gp Market Cost]
Material:
Spellshocked Wood 5,000gp + Cost of Weapon
Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Enchants:
Adaptive 6,000gp | 1,500gp | 12CP
☼ ☼ ☼
Adaptive can be added to bows only. An adaptive weapon responds to the strength of the wielder, and allows you to add up to half your Strength bonus into the damage of your weapon, along with any other damage you are allowed.
Unerring Accuracy 5,000gp | 1250gp | 10CP
☼ ☼
This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Mithralweave [+13] 6000gp
Shadowskin 5,000gp + Cost of Armor
Woven from threads of quasi-reality torn from the Plane of Shadow, shadowskin is an expensive fabric highly valued by those who stalk in the darkness. Shadowskin shimmers and seems to flow and vibrate as if made of thousands of tiny tentacles with fuzzy edges, slightly translucent, and always dark and non-reflective no matter the lighting conditions. Any non-metal clothing or armor can be made of shadowskin, and those who wear it gain the ability to Hide in Plain Sight, allowing Hide and Stealth checks even if you are not actually hiding or using cover.
[You may use Shadowskin for: Any non-metal armor]
Comfort 3,000gp | 750gp | 6CP
☼ ☼
Armor with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected.
Ethereal 6,000gp | 1,500gp | 12CP
☼ ☼
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Magically Warded 8,000gp | 2000gp | 16CP
This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Shadow 3,000gp | 750gp | 6CP
☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks.