Post by Ellis Strata on Nov 29, 2015 21:04:11 GMT -5
State:
Thancred V. Pellehan, the 3rd - Ruby Sentinel - Support/Noble, Arcane/Psion - 2d84 - 62 HP (13 MoB, 7 Wlp) - 10 DDC - Weakness: Silver - 26 Healing Points - Flaws: Bruise Easily, Critically Challenged, Dependant - Quest Skills: Treasure Hunter, Midas Touch
Vitals
Name: Thancred V. Pellehan, the 3rd
Screen Name: swordofatrophy
Alignment: Chaotic Good
Race: Lycan (Were-Corgi)
Size: Medium
Racial Weakness: Silver (x2)
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'7" 175, White Hair, Brown eyes
Thancred is a rather dashing young man, though often lacking in confidence. He is of noble birth, though he resents the fact that some people view all nobles as arrogant or standoffish, and that nobles themselves often are, viewing the common folk with disdain. He'd rather everyone just get along, and often, he tries way too hard.
Personality:
A lesser nephew of Henry Pellehan, 15th Duke of Grimsby, Thancred was never content to sit at home, on a high horse, enjoying the perks of wealth and nobility. He wanted to be famous. Growing up in Knifedge, he wanted to be a famous gladiator. Unfortunately, he is inept with anything other than a butter knife (and he's barely skilled with that too.) Though, as he grew, forced to study by an overprotective mother, he discovered his ability to use psionic magic, as well as a certain.. dilution, in his blood. He's also a dog!
Star Sign
Date: 2/26
Sign: Basilisk
Bonus: You are a skeptic and very perceptive, you are able to pass one Insight check a day.
Under: Gibbous Moon
Bonus: You gain a +1 to Diplomacy checks.
Languages: Common, Feral, Sark, Elven, Runin
Country of Origin: Sarkotos
Chosen Deity: Diti
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Support
Class Bonus: Two free non combat skills.
Primary Profession: Noble
Class Skill: "Noble Bearing" Those choosing the Noble profession have an effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Arcane
Class 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: Psion
Class Skill: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Traits
Strength [0]
Quickness [0]
Endurance [0]
Willpower [7]
Intelligence [13]*
Perception [7]
Charisma [5]
+1 Int from 25 Reputation
Reputation.
Reputation: 27.5
Reputation Bonus: +2 to Diplomacy/Bluff - -2 Intimidate/Gather Info
Skills.
Race Skills
(racial) Shapeshifting: You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
(racial) Beastial 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) 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'.
(flaw) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
Class/Profession Skills
(support) Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. (Ruby: 26)
(support) Darksight: The ability to see in total darkness up to 60 feet.
(arcane) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(topaz - noble bonus) Exceptional Breeding: The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
(ruby - psion bonus) Peerless Patrician: Once per adventure a noble can roll a check twice and take the better roll. Once per week, a noble can take a 20 on any Bluff, Diplomacy, Intimidate, Knowledge (nobility) check.
(ruby - psion bonus) Psicrystal: A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp. In order to imprint a new psicrystal you must shatter the one you already have. Imprinting a new psicrystal costs gold, just as if you were switching out for another skill. You MUST inform the Treasury Mod AND the Class Mod when you destroy and imprint a new psicrystal. The cost goes up as a skill switch: 500gp / 1000gp / 2000gp / 4000gp / 5000gp. If your psicrystal is destroyed in combat, though, you may replace it for free, but it MUST hold the same spell as the one destroyed in combat.
Roll to determine your psicrystal's personality, which gives the owner a bonus:
19-Joyful | +2 Gather Info Checks
Flavor Skills
(flavor crystal) Scent: You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
(flavor crystal) Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Crystal: Nobility
Topaz: Monster Lore
Amber: Arcana
Sapphire: Royalty
Emerald: Region: Navahla
Ruby: Astrology/Astronomy
(flavor crystal) Telepathy: You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
(flavor topaz) Entrepeneur: You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
(flavor amber) Pecunia Umbilicalia: You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
(flavor sapphire) Teleport: This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(flavor emerald) Always Welcome: A noble can attempt to gain free room and board anywhere they go, whether innes, or even people's homes (NPC). Even the poorest peasant will attempt to make the noble at home, offering even their last chunk of bread and bottle of mead - whether from fame, or fear of the noble. This skill also gives you a boost of 5 Reputation Points, whether fame or infamy.
(flavor ruby) 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.
(Reputation 20 Flavor Skill) Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(Reputation 25 Flavor Skill) Portal Jumper: As many times a day as half your INT (min: 1/day) or CHA (with Sealed with a Kiss) you are able to call up a friendly portal that will take you and your friends to a chosen safe house. This can only be used out of combat.
Combat Skills
(crystal) Shadow Form: 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.
(crystal) Alert: You gain a +5 to Spot and Listen Checks.
(crystal) Cheat Death: Once per week, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
(crystal) Artisan Crafting: You may take this skill if you are a craftsman of some type, allowing you to sell your non-magical items to others for gold. You may also choose "Unarmed Improvement" as one of your types, which allows you to teach special abilities to those who own unarmed techs. You are given 1 type of artisan crafting per gemstone rank.
Crystal: Weaponsmithing
Topaz: Armorsmithing
Amber: Gunsmithing
Sapphire: Ship Building
Emerald: Goldsmith
Ruby: Leatherworker
(crystal) Craft Magic Item: This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others. You may choose one type of CMI crafting per gemstone rank, and be sure this is listed very clearly on your dossier.
Crystal: Magical Weapons
Topaz: Inkantation
Amber: Invocations/Enchants
Sapphire: Magical Jewelry
Emerald: Magical Clothing
Ruby: Wards and Mythals
(topaz) Patents of Nobility: These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat (such as a spar or challenge) in your place, but you may not join the one-on-one combat if you elect to use your bodyguard. You do gain any rewards for the combat (such as xp, badges, etc).
You may attend adventures with your bodyguard at your side so they can be involved in protecting you, or even send them in your place, while you reap the rewards of XP, GP and even loot when it is over. If you are physically on the mission, you may fight alongside your bodyguard, but if you choose to stand back and let your bodyguard fight be aware you may still be targeted by the enemies!
At Topaz Rank, the noble gains a Manservant or Lady's Maid (NPC) that wears the livery of the noble house and accompanies the noble at all times, able to run errands and do simple duties (non-combat).
At Sapphire Rank, the noble also gains a Bodyguard (NPC) of Sapphire Adept rank, though all armor, items and weapons must be purchased by the noble. This bodyguard is built like an NPC, and has the number of skills and traits that someone at Sapphire Rank would have. Your dossier for your Bodyguard must be approved by tesarikone before your bodyguard can be used.
At Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
(topaz) Treasure Hunter: This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest.
(topaz) Midas Touch: Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
(amber) Noble Bearing: When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. The noble must present himself for one round, standing tall and proud and shouting directions and encouragement for this to take effect for the remainder of combat. At Amber Rank, those that look to him for guidance gain a +1 to defense, attack, and willpower rolls against fear and mind effects. At Emerald, gain a +2, and at Obsidian gain a +3.
(amber) Reflective Direction: In combat many folk lose their cool, not you. You keep your head about you, able to see things through a tranquil, reflective state. Forgoing all actions for that round (including attacks, counter attacks, defensive skills, etc - if attacked you may only use armor defense) to play the smart move. One ally of your choice within 30 feet is given your turn, allowing them to attack in your stead, as well as on theirs when it comes. You can use this skill in rounds limited by your Gem Rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
(amber) 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.
(sapphire) Entitlement: A Noble is able to browbeat or sweet-talk a shopkeeper until he or she gets a discount of 15% (when buying) or a bonus of 15% (when selling) from the Emporium. This does not stack with Fence, Bargainer, or any other skill that allows you to get a discount from the Emporium.
(sapphire) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(sapphire) Stronghold: By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
(emerald) Immunity to Charm: You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(emerald) Noblesse Oblige: The noble knows that his position imposes certain obligations towards his lesser companions. The noble may grant any passed save he's made to any one ally within 60 feet. At Ruby, you may grant your passed save to two allies per adventure, at Obsidian, to three allies per adventure.
(emerald) Elusive Dance: Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(ruby) Ransomable: When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way. Once per combat.
(ruby) Clairgustance: You can taste things, without having to consume them or even put them in your mouth. You know what a stew, cake, or glass of wine tastes like by simply looking at it. This gift gives the Psion immunity against poisons that have a taste as they are able to detect it - type of poison and how it is used doesn't matter, so long as the substance has a taste it can be detected.
(ruby) Control Limbs: Take rudimentary control of your foe’s limbs, causing them to attack another enemy for one round of combat.
(teamwork) Brilliant Inspiration: You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
Skill Checks.
Spot: (PER 7)(Alert 5)(Awareness 5) = +17
Listen: (PER 7)(Alert 5)(Awareness 5) = +17
Search: (PER 7)(Investigator 5) = +12
Locate Traps: (PER 7) = +7
Disable Traps: (QCK 0) = +0
Lockpicking: (QCK 0) = +0
Escape: (QCK 0) = +0
Acrobatics: (QCK 0) = +0
Athletics: (END 0) or (STR 0) = +0/+0
Diplomacy: (CHA 5)(Noble 5)(Rep 2) = +12
Intimidation: (STR 0)(Rep -2) = -2
Bluff: (CHA 5)(Rep 2) = +7
Disguise: (CHA 5) = +5
Stealth (Hide, Move Silent): (QCK 0) = +0
Insight: (PER 7)(Awareness 5)(Investigator 5) = +17
Handle Animal: (CHA 5) = +5
Ride: (QCK 0) = +0
Swim: (STR 0) or (END 0) = +0/+0
Appraise: (PER 7) = +7
Gather Info: (CHA 5)(Noble 5)(Rep -2)(Psicrystal 2)(Investigator 5) = +15
Use Object: (QCK 0) = +0
Knowledge: (Int 13)(Noble Bearing 5) = +33(nobility)/+28/+18
Save against Disease/Poison: (END 0)(Awareness 1) = +1
Willpower Save: (WLP 7)(Awareness 1) = +8
Flaws.
Bruise Easily: Each time you take bludgeoning damage, including that from falls, you take extra damage.
Penalty: Take an extra 1/2 dmg from bludgeoning damage.
Critically Challenged: You just aren't able to find critical spots as well as others.
Penalty: When you roll a Critical Hit on an adventure, you must roll a second time to confirm that crit. If you pass the creature's Strike on your second roll, then the critical is confirmed.
Dependant: You depend upon the acceptance of others.
Penalty: When you fail a Diplomacy Check, you are Shaken for one hour and gain the penalties for that effect.
Weaponry.
Primary Weapon:
Enchantments:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face:
Eyes:
Neck: Amulet of Teamwork [Neck]
This chain comes together in the form of linked hands. This amulet helps you work more effectively in a team. For every team member working as an ally with you up to 5, each ally gains +1 to all saves, +1 to damage, and +1 to any DC for spells, poisons, etc. Only one Amulet of Teamwork may be in use at any time, they do not stack. Max is +5.
[Worth: 15,000gp]
Torso: Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
Body (Armor):
Cloak:
Waist:
Arms/Wrist: Bracers +7 (Mundane/Magic)
Hands:
Feet: Boots of the Agile Cat [Feet]
These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the DM had rolled a 1 on each die of damage incurred by the fall, so 2d6 dmg would give 2dmg to the wearer) and at the end of a fall always lands on his feet.
[Worth: 2500gp]
Body Modification:
Rings: (Up to two active)
1. Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
2. Ring of Elusive Escape [Ring]
1/day may open a dimension door instantly instead of rolling an Acrobatics save to bypass damage from environmental reasons (such as falling rocks) or traps, the wearer is briefly hidden and safe from harm and leaves behind an image that looks like it took the damage.
[Worth: 5,500gp]
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. 1x Potion of Dark Armor - Drinking this potion bestows Darksight, and Mage Armor (+3 defense) for an entire quest.
"Because we're tough and not afraid of the dark!" -TD 3723
2. 2x Potion of Health and Wellness - Drinking this potion will restore 10 hp to the target and cure most mundane diseases.
"Because we get knocked down and get back up!" -HD 3723
3. 1x When *beep* Goes South Potion - Pouring this potion on a corpse will return it to life with 1 HP, like a Rezz the dead potion (Rezz is lost)
"I just want something for when everything goes to Hades." -Undecided Voter.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Handbook of the Pools of Arrowtere [Book]
This pamphlet of vellum contains a map to the pools in Bryony and what the water from each one does, a history of the pools, and gruesome true tales of those who acted the idiot in the pools and paid with their lives.
[Worth: 500gp]
2. Pen of Living Parchment [Magic Item]
(Inkantation Crafter)
This golden quill is razor sharp. Someone with the crafting skill "Inkantation" can use this pen to tattoo directly onto the flesh, allowing them to ink a quick version of any tattoo listed (except Arcane Finger Sleeves), which lasts for one adventure. If this is inked during combat, it takes your full turn that round to do the inking, and the recipient's turn as well. This can be used up to three times a day, and this quick ink does not take up a loot slot.
(For instance, you could ink "Delver into Darkness" and someone would have darkvision for the whole quest. You could ink "Bamboo's Strength" and they'd have +3 Acrobatics and Escape for one quest. You could ink "Brand of the Red Healer" and someone's healing points would be boosted for one quest. You could ink "Block the Seed" and not be able to become pregnant for up to 3 hours.)
[Worth: 12,000gp]
3. Clear Ear [Consumable]
This green gel is poured into the user's ear and enhances Perception-based checks as well as Knowledge checks. For 3 hours, the user gains a +2 bonus on Perception-based checks and Knowledge checks. One Dose
4. Rune of Compassion
This rune compels an ally to assist another injured ally by whatever means necessary on their next turn. If they need healing, they will heal; if they need resurrected, they will provide a rezz; if they need poison cured, they will cure it - etc - depending on what the target is able to do. This is useful if you have healers or priests in your party that tend to not do their job! No save unless resistant, DC15 otherwise
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Magical items left in storage at the Obsidian Heart Inne
Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000gp]
Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head.
[Worth: 2000gp]
Robe of Needles [Cloak]
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle (1d4) as a ranged attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing piercing damage and will continue to bleed (and cannot be healed) until the needle is pulled out. A creature can pull out the needle as a full-round action, which ends the bleeding and allows healing. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.
[Worth: 4,000gp]
Ink-Stained Claw [1d5]
This ink stained demon's claw not only does damage as a one-handed weapon, but the ink on the claw causes the wounds to fester, causing the target to take 1d3 undefendable damage for 1d3 rounds after the first attack is made and does damage.
Chalice of Purification [Magic Item]
This golden chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
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.
Rank and Statistics
Rank: Ruby Sentinel
Dice: 2d84
Experience Points: 698
Gold: 126,135
Rezzes: 5/5
Defense DC: 10 (10 + 0 Quickness)
Defense: 11 (+7 Bracers, 4 Elusive Dance)
Hit Points: 62 (Half Dice = 42, Intellegence (Mind over Body) = 13, Willpower = 7)
Initiative Roll: +0
Attack -
Attack roll: 1d20
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials:
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: