Post by rageofnocturne@aol.com on Dec 4, 2015 20:22:47 GMT -5
Ragnar Koda/Emerald Guardian/ 2d12/ HP-53/ DC-18/Combat/ Fighter/Arcane/ Self Heal-22/Flaws: Code of Honor, Chivalrous Courtesy, Deep Sleeper/ Weakness: none/ Immunity: Cold/Teamwork: Brilliant Inspiration
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Name:
Ragnar Koda
Screen Name:
rageofnocturne@aol.com
Alignment:
Chaotic Good
Languages:
Common, Giant, Bestial, Inhepic
Country of Origin:
Oathos
Deities:
Lunne, Bon Dia, Daekar, Helm
Current Rank:Emerald Guardian
Current Dice: 2d12
Current Hit Points:53 (Base = 30, Endurance = 0 , Willpower = 0 Boots=10 Amulet=3 Pants=10)
Defense DC:18 (10 + Quickness-1 large size)
Defence: 30 mundane 26 magical
Damage: 22 two handed fighter weapon
Strike: 16 fighter weapon
Traits
* +1 strength 25 rep
Talents & Tactics
Talents:Pass 1 jump or Climb/day
Primary Class:Combat
Class Bonus:Extra 1d, 1/combat
Primary Profession:Fighter
Profession Bonus:"Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. *The Great Freeze*
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:
Profession Bonus:
Race: Ursa
Racial Weakness (if applicable):none
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Elemental Immunity: Cold
Racial Skill:Elemental Immunity: Cold
Flavor:Scent You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
Flavor:Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
Flavor: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.
1.Alert: You gain a +5 to Spot and Listen Checks.
2.Darksight: The ability to see in total darkness up to 60 feet.
3.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.
Emerald - 22
Ruby - 26
Obsidian - 30
4.Big Enough: You are able to wield a two-handed weapon for one of your dual-wield weapons. This is an innate skill.
5.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.
6. Combat Affinity
7. (flavor topaz) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk.
This is an innate skill.
8. (topaz) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
9. (topaz) Parry: You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
10. (topaz) Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
11. (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.
12. (fighter) Protective Parry : Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
13. (flaw) Two-Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy
two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill.
14. flavor amber) Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw,
sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
15. amber) Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
16. amber) Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
17. amber) Extension of Self : The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
18. arcane) 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'.
19. flavor sapphire) Shroudsight : Shroudsight allows a mage to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the mage can spot ghostly buildings and items, the landscape of the so-called Shroud or Ethereal Plane, and even wraiths themselves. However, there are odds that an observant wraith will notice when a mage suddenly starts staring at him, which can lead to unpleasant consequences.
20. sapphire) 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.
21. sapphire) No Way Out: When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
22. sapphire) Battle Sense : Years in the field of battle have taught you to read the small signs presented by a foe giving you the ability to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
23. flavor emerald) Magical Appraisal : You can judge the usefulness of magical items with ease, allowing you to know it's worth and properties. If asked to roll for information, this gives you a +5 on Appraise checks for magical items.
24. emerald) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
25. emerald) Master at Arms : The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it. This is a constant skill.
26. emerald) True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
27. 20 rep flavor) Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
28. 25 rep flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flaws:
Deep Sleeper: You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
Code of Honor: You follow a stringent code that separates you from the others.
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.
Chivalrous Courtesy: You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
Weapons with dice effects / enchantments:
Primary Weapon: * The Great Freeze *
(Fizzwinken's Frigid Spiked Decimating Sledgehammer) ☼ ☼ ☼ ☼ ☼
This massive sledgehammer (4d10) can only be used by a creature that is Large Size, and is considered a two-handed weapon for a Large Sized creature. It's body is made from jasper, and its maul end is made of blueice (retaining your flavor information). It is naturally considered a "Frost" weapon, its spiked hammer constantly covered in frost. Due to the addition of a blueice spike, it does both bludgeoning and piercing damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though. It is enchanted with "Marrowcrushing" and "Absolute".
w/Marrowcrushing
A marrowcrushing weapon that makes a critical hit deals 2 STR damage to the target, that cannot be healed until combat is over.
w/Absolute
Once per combat, the damage from an absolute weapon cannot be prevented. Evades, reflects or anything that would prevent the damage cannot be used. Only magical defense is allowed against the damage.
*Flavor Story*Named the Great Freeze. This great warhammer has been passed down through the ages from chieftain to chieftain of the Polar Ursas. Through the hammer itself the current owner is able to commune with the spirits of the past of his or her people. To be with the hammer is to never be alone as the owner will forever have a link to those that have passed on in their tribe. Each chieftain has added engravings within the hammers head to mark it as theirs and within the core when it was forged is a single white hair from the great ancestor which links this weapon with all polar ursa's who use it. *
Secondary Weapon: The Mukudimva ☼ ☼ ☼ ☼ ☼
The Mukidimva is the size of a normal 1d7 warhammer, with a leather-covered handle, and a solid iron hammerhead engraved with runes written in pure gold leaf. It is heavy, but not too heavy to be used by someone who is strong. Once per combat, when the hammer strikes flesh, bone or armor/clothing (but not other things), as well as whatever damage it may do, it casts a teleportation spell upon the one who is struck, teleporting he/she/it five hundred feet in a random direction causing the target to lose their next turn as they rejoin combat. This warhammer is also enchanted with Passage☼ ☼, but instead of cutting a portal, you bash a portal into appearance.
w/Lightning
Ranged Weapon:
Hidden Weapon: Elemental Chain [Weapon] ☼
This looks to be just two plain steel rings. But when the owner tugs them apart, they explode into a 10-foot-long spiked fighting chain (2d7) formed from the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss the chain as they wish. The wielder does not take damage from wielding the spiked chain.
[Worth: 6,000gp]
Hidden Weapon: Silver Knife 1d3
w/ the High Citizen Rodric Ferguson's Crest (A Rampant Lion)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces.Amulet of Vigor: +3 defense (mundane and magical) - also Boosts HP by 3
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Shirt of Slaadskin: DR 5/lawful [Torso]
Armor: Such as armor, or robe, or armored ink. Blueice Traveler Plate- 22 def
Blueice: Weighs half as much as metal and retains a freezing temperature. Must have cold immunity to wear. Armor is considered one level lower as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of blueice which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded- 13 magical def
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Cloak of Weaponry [Cloak] +7 defence mag and mun
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
[Worth: 2,000gp]
Waist: Such as a belt or scarf, or girdle.Phoenix Gate:[Waist] This large gold rimmed, sapphire centered belt buckle holds the design of a phoenix within its center. When used via its command word it creates a fireball which burns through time and space to allow the user and one other to instantly transport to another location.
Command Words: "Deslegrate muri tempi et intervalia!"(burn down the walls of space and time)
[Worth:6,000gps]
Legs: Such as pants, tights, stockings. Seasilk Pants [legs]
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists. Steel Bracers- +4 mundane only
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers. Boots of Health: This ribbon grants +10 hit points.
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1.Ring of the Armsman [Ring]This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
2.
Free: Obsidian Heart Ring: can teleport to any safehouse of OH.
Consumables: (Up to five types, no limit on how much of each type.)
1.Manticore Poison Vial x1
There is enough poison in this vial for one use on one weapon. If it does damage, then the poison can take effect. Endurance save of DC17. If they fail, they lose 1d5 hit points for the remainder of the combat.
2.Heal Potion- Heals 10 hp x1
3.
4.
5.
Yule Free. Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable. x2
Magical Pack Items (Up to five magical / wondrous items.)
Cloak of Weaponry: +5 slots
1.Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
2.Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
3. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
4.Spiked Pauldrons [Cloak]
These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldronsdeal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large).
[Worth: 6,500gp]
5. Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
6. Sparker
This contraption is a flint and steel set with a wire hinge, used to set things on fire.
7.
8. 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]
9.
10.
Free: Obsidian Heart Insignia: can communicate with others of the heart including Maria through it.
4th anniversary bag of holding
1.
2.
3.
'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 Seven)
Mundane (non-magical pack Items)
-- Knife
-- Compass
-- Candles
-- Chain, 10ft
-- Fishnet
-- Flint & Steel
-- Hourglass
-- Ink / Ink Pen / Parchment
-- Manacles
-- Soap
-- Unlit Torches
-- Money Belt: This cloth pouch is worn under clothing and can hold up to 50 coins.
-- Buckets
-- Firewood
-- Waterskins
Stored Items:
Fullblade [3d6]
Other Information: (You can put age, description, status, children, etc)
--Age: 28
--Eye Color: Dark Brown
--Hair Color: Transparent however appears white./ Brown human
--Body Type: Muscular/ Strong yet flexible
--Height: 9'8" / 6'2 human
--Weight: 845 lbs
--Tie Ins: Echo (originaldelusion@aol.com)
Rune (LastofherLine@aol.com)
Sessa (TesarikOne@aol.com)
Amos (Opaquevices@aol.com)
--Birthday: 10/11(11th of Ahalya's Breath, Timespinners Era)
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Name:
Ragnar Koda
Screen Name:
rageofnocturne@aol.com
Alignment:
Chaotic Good
Languages:
Common, Giant, Bestial, Inhepic
Country of Origin:
Oathos
Deities:
Lunne, Bon Dia, Daekar, Helm
Current Rank:Emerald Guardian
Current Dice: 2d12
Current Hit Points:53 (Base = 30, Endurance = 0 , Willpower = 0 Boots=10 Amulet=3 Pants=10)
Defense DC:18 (10 + Quickness-1 large size)
Defence: 30 mundane 26 magical
Damage: 22 two handed fighter weapon
Strike: 16 fighter weapon
Traits
Strength 13* | Quickness 9 | Endurance 0 | Willpower 0 | Intelligence 5 | Perception 0 | Charisma 0 |
Talents & Tactics
Diplomacy -2 | Intimidation +19 | Bluff -2 | Disguise - | Stealth +9 | Insight +10 |
Spot +10 | Listen +5 | Athletics +12 | Climb +12 | Jump +12 | Swim +12 |
Acrobatics +9 | Tumble +9 | Balance +9 | Disable Trap +9 | Lockpicking +9 | Thievery +9 |
Locate Trap - | Escape +9 | Sleight +9 | Appraise - | Gather Info +12 | Knowledge +1 |
Ride +9 | Nature - | Use Object +9 | Search +10 | Hide +9 | Willpower - |
Talents:Pass 1 jump or Climb/day
Primary Class:Combat
Class Bonus:Extra 1d, 1/combat
Primary Profession:Fighter
Profession Bonus:"Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. *The Great Freeze*
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:
Profession Bonus:
Race: Ursa
Racial Weakness (if applicable):none
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Elemental Immunity: Cold
Racial Skill:Elemental Immunity: Cold
Flavor:Scent You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
Flavor:Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
Flavor: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.
1.Alert: You gain a +5 to Spot and Listen Checks.
2.Darksight: The ability to see in total darkness up to 60 feet.
3.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.
Emerald - 22
Ruby - 26
Obsidian - 30
4.Big Enough: You are able to wield a two-handed weapon for one of your dual-wield weapons. This is an innate skill.
5.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.
6. Combat Affinity
7. (flavor topaz) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk.
This is an innate skill.
8. (topaz) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
9. (topaz) Parry: You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
10. (topaz) Shield of Swings: A wild frenzy of attacks serves to bolster your defenses. When using a two-handed weapon, you can use the frenzied movements of your weapon to evade half damage of one incoming melee attack. Once per combat.
11. (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.
12. (fighter) Protective Parry : Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
13. (flaw) Two-Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy
two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill.
14. flavor amber) Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw,
sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
15. amber) Undeniable - It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
16. amber) Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
17. amber) Extension of Self : The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
18. arcane) 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'.
19. flavor sapphire) Shroudsight : Shroudsight allows a mage to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the mage can spot ghostly buildings and items, the landscape of the so-called Shroud or Ethereal Plane, and even wraiths themselves. However, there are odds that an observant wraith will notice when a mage suddenly starts staring at him, which can lead to unpleasant consequences.
20. sapphire) 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.
21. sapphire) No Way Out: When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
22. sapphire) Battle Sense : Years in the field of battle have taught you to read the small signs presented by a foe giving you the ability to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
23. flavor emerald) Magical Appraisal : You can judge the usefulness of magical items with ease, allowing you to know it's worth and properties. If asked to roll for information, this gives you a +5 on Appraise checks for magical items.
24. emerald) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
25. emerald) Master at Arms : The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it. This is a constant skill.
26. emerald) True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
27. 20 rep flavor) Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
28. 25 rep flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flaws:
Deep Sleeper: You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
Code of Honor: You follow a stringent code that separates you from the others.
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.
Chivalrous Courtesy: You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
Weapons with dice effects / enchantments:
Primary Weapon: * The Great Freeze *
(Fizzwinken's Frigid Spiked Decimating Sledgehammer) ☼ ☼ ☼ ☼ ☼
This massive sledgehammer (4d10) can only be used by a creature that is Large Size, and is considered a two-handed weapon for a Large Sized creature. It's body is made from jasper, and its maul end is made of blueice (retaining your flavor information). It is naturally considered a "Frost" weapon, its spiked hammer constantly covered in frost. Due to the addition of a blueice spike, it does both bludgeoning and piercing damage. When used to hit an object of less than 30 hit points (per DM), the object is automatically destroyed. Anything inside that object, such as within a chest, is destroyed as well, though. It is enchanted with "Marrowcrushing" and "Absolute".
w/Marrowcrushing
A marrowcrushing weapon that makes a critical hit deals 2 STR damage to the target, that cannot be healed until combat is over.
w/Absolute
Once per combat, the damage from an absolute weapon cannot be prevented. Evades, reflects or anything that would prevent the damage cannot be used. Only magical defense is allowed against the damage.
*Flavor Story*Named the Great Freeze. This great warhammer has been passed down through the ages from chieftain to chieftain of the Polar Ursas. Through the hammer itself the current owner is able to commune with the spirits of the past of his or her people. To be with the hammer is to never be alone as the owner will forever have a link to those that have passed on in their tribe. Each chieftain has added engravings within the hammers head to mark it as theirs and within the core when it was forged is a single white hair from the great ancestor which links this weapon with all polar ursa's who use it. *
Secondary Weapon: The Mukudimva ☼ ☼ ☼ ☼ ☼
The Mukidimva is the size of a normal 1d7 warhammer, with a leather-covered handle, and a solid iron hammerhead engraved with runes written in pure gold leaf. It is heavy, but not too heavy to be used by someone who is strong. Once per combat, when the hammer strikes flesh, bone or armor/clothing (but not other things), as well as whatever damage it may do, it casts a teleportation spell upon the one who is struck, teleporting he/she/it five hundred feet in a random direction causing the target to lose their next turn as they rejoin combat. This warhammer is also enchanted with Passage☼ ☼, but instead of cutting a portal, you bash a portal into appearance.
w/Lightning
Upon command, a lightning weapon is sheathed in electricity. The electricity does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the electric energy upon their ammunition.Lightning weapons do extra damage to creatures with a weakness to electricity.
[Worth: 12,000gp]Ranged Weapon:
Hidden Weapon: Elemental Chain [Weapon] ☼
This looks to be just two plain steel rings. But when the owner tugs them apart, they explode into a 10-foot-long spiked fighting chain (2d7) formed from the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss the chain as they wish. The wielder does not take damage from wielding the spiked chain.
[Worth: 6,000gp]
Mutating ☼
A mutating weapon is enchanted in such a way that enables it to take the form of any melee weapon that the wielder is proficient with wielding. It will only take the form of a weapon in it's own class (i.e. a one-handed weapon will only become other one-handed weapons).
A mutating weapon is enchanted in such a way that enables it to take the form of any melee weapon that the wielder is proficient with wielding. It will only take the form of a weapon in it's own class (i.e. a one-handed weapon will only become other one-handed weapons).
Defiant☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Perfect Balance ☼
Weaponsmiths know the value of stability, and they often strive for the perfect balance point in every weapon they create. While a poorly balanced weapon can make the wielder clumsy and awkward in combat, a weapon with perfectly distributed weight can help a combatant remain effective even when unstable. A melee weapon with the perfect balance quality grants its wielder an additional +1 bonus their Defense DC when choosing to remain completely defensive that round of combat. This means you cannot make any attacks that round, you are merely defending yourself (or others).
Paragon: +2 dice sides
Paragon: +2 dice sides
Hidden Weapon: Silver Knife 1d3
w/ the High Citizen Rodric Ferguson's Crest (A Rampant Lion)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces.Amulet of Vigor: +3 defense (mundane and magical) - also Boosts HP by 3
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Shirt of Slaadskin: DR 5/lawful [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are
attacked with what is stated, you always take 5 less damage.
[Worth: 13,000gp]
attacked with what is stated, you always take 5 less damage.
[Worth: 13,000gp]
Armor: Such as armor, or robe, or armored ink. Blueice Traveler Plate- 22 def
Blueice: Weighs half as much as metal and retains a freezing temperature. Must have cold immunity to wear. Armor is considered one level lower as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of blueice which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded- 13 magical def
Tank ☼ ☼
Every army needs that one soldier who can stand up to anything and everything, one whose job is meant to take the punishment and this is a means of altering armor to suit that role. The process is designed to heavily reinforce the critical weak points of the armor with thicker material. This will give them a greater protection from critical strikes granting them a 25% reduction in critical damage. [This reduction is to the critical damage only, not the base damage.]
Emperor's Armor ☼
This suit of armor appears to be normal clothing upon command of the wearer. It still weighs as much as it did before it shifted into normal garb, so any penalties still are in effect!
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Cloak of Weaponry [Cloak] +7 defence mag and mun
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
[Worth: 2,000gp]
Waist: Such as a belt or scarf, or girdle.Phoenix Gate:[Waist] This large gold rimmed, sapphire centered belt buckle holds the design of a phoenix within its center. When used via its command word it creates a fireball which burns through time and space to allow the user and one other to instantly transport to another location.
Command Words: "Deslegrate muri tempi et intervalia!"(burn down the walls of space and time)
[Worth:6,000gps]
Legs: Such as pants, tights, stockings. Seasilk Pants [legs]
Made from delicate golden seasilk, these pants have been enchanted to provide protection against magical attacks (+3 mag def) as well as provide a boost to the health of the wearer. (+10 HP).
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists. Steel Bracers- +4 mundane only
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers. Boots of Health: This ribbon grants +10 hit points.
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1.Ring of the Armsman [Ring]This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
2.
Free: Obsidian Heart Ring: can teleport to any safehouse of OH.
Consumables: (Up to five types, no limit on how much of each type.)
1.Manticore Poison Vial x1
There is enough poison in this vial for one use on one weapon. If it does damage, then the poison can take effect. Endurance save of DC17. If they fail, they lose 1d5 hit points for the remainder of the combat.
2.Heal Potion- Heals 10 hp x1
3.
4.
5.
Yule Free. Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable. x2
Magical Pack Items (Up to five magical / wondrous items.)
Cloak of Weaponry: +5 slots
1.Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
2.Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
3. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
4.Spiked Pauldrons [Cloak]
These black iron pauldrons add a +2 DEF and are studded with jagged spikes of various lengths. Spiked pauldronsdeal extra damage on a successful grapple attack of 1d4 (Tiny), 1d5 (Small), 1d6 (Medium), 1d7 (Large).
[Worth: 6,500gp]
5. Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
6. Sparker
This contraption is a flint and steel set with a wire hinge, used to set things on fire.
7.
8. 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]
9.
10.
Free: Obsidian Heart Insignia: can communicate with others of the heart including Maria through it.
4th anniversary bag of holding
1.
2.
3.
'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 Seven)
Mundane (non-magical pack Items)
-- Knife
-- Compass
-- Candles
-- Chain, 10ft
-- Fishnet
-- Flint & Steel
-- Hourglass
-- Ink / Ink Pen / Parchment
-- Manacles
-- Soap
-- Unlit Torches
-- Money Belt: This cloth pouch is worn under clothing and can hold up to 50 coins.
-- Buckets
-- Firewood
-- Waterskins
Stored Items:
Fullblade [3d6]
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]
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]
Tome of World Memory [Book]
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
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.
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
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.
- 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.
-Leather and Fur Armband with fish trinkets made of antler. (bday gift from Andraste) Human Form:
--Age: 28
--Eye Color: Dark Brown
--Hair Color: Transparent however appears white./ Brown human
--Body Type: Muscular/ Strong yet flexible
--Height: 9'8" / 6'2 human
--Weight: 845 lbs
--Tie Ins: Echo (originaldelusion@aol.com)
Rune (LastofherLine@aol.com)
Sessa (TesarikOne@aol.com)
Amos (Opaquevices@aol.com)
--Birthday: 10/11(11th of Ahalya's Breath, Timespinners Era)
--Sign of the Unicorn
**Lucky Bonus: You are able to push your body beyond it's limits giving you the ability to jump higher than a normal creature of your type, and the ability to climb well. You are not afraid of heights. You pass one Jump or Climb check a day.
--Born under Setting Sun
--BONUS: You gain a +1 to any Knowledge Check you wish to roll, whether you have Knowledge Skill or not.
--Birthstone: Topaz
--Tree: Ivy
--Tree: Ivy