Post by Head Moderator on Dec 4, 2015 21:30:46 GMT -5
Name: Lorelei Rossi
Font/Color: TNR Brown
Origin: Deepwood, Sarkotos
Race: Human
Age: 26
Height: 5'2"
Weight: 107lbs
Eyes and Hair: Brown and Brown
Scent: A soft, sensual, luxuriant blend with a wicked bite: hazelnut, buttercream, honey mead, rum and sweet almond. BPAL: Hellcat
Alignment: CN
Languages: Common, Sark, City Markers, Thieves Cant, Commonsign (c), Necronian (t), Feral (a), Ancient (s)
Worships: Fytalvo, God of Lust and Science
The Baron and Baroness of Deepwood, Sarkotos, had a very unruly granddaughter. Despite giving her every amenity afforded to a woman of her station, including introducing her to all of the most eligible (and wealthy) bachelors in Sarkotos and beyond, she was most comfortable learning to craft with the local craftsmen and smithies upon her family's extensive lands within the Scourcone Forest and bedding the local boys.
Baron Rossi had even made arrangements with the local druid circle to take Lorelei in and train her, but even that had proved uninteresting to the extremely curious and chaotic girl, though she did manage to pick up Alchemy from the druids. Upon reaching mid-teen age, she began sneaking off to the 'big city' of Navahla to creep the streets watching all the numerous craftspeople in the Market, staring into many a shop window, and climbing trees to watch the knights march and spar. She even engaged in a short period of prostitution for the sheer reason that it was something new, interesting and she wanted to experience it.
It was in a seedy inne upon a trip to the docks along the coast of Sarkotos that she was first introduced to gunpowder and its weaponry. She was in love for the first time in her life.
It did not take her long to find someone in the Navahla area to begin teaching her the craft of gunsmithing and engineering. The Shalottan couple, Maka and Finn, were unique in many ways, but they were damn good at their job. While gunsmithing was extremely interesting to her, it was using clockwork and gunpowder together that truly caught the young lady's fancy. She began experimenting and soon had a bevy of half-clockwork creatures running about the small cottage she'd rented near her mentors. A small mouse with clockwork hind legs, a bird with thin metal wings, a cricket with gears - she did like her experimentations.
She was most definitely not as tight-laced as her noble heritage wished her to be, in fact besides sharing the name of the Rossi family, she did not tell most she met that she was in fact the granddaughter of a baron. If anyone asked about it, the most she would say was that they were distant relatives, very distant.
Though there are those that know of her ties, and use it. Lorelei is a member of the Camarilla. A very low level member, but nonetheless she gleans and uses the information she finds out on her frequent trips back home to aid the Camarilla.
Her Triple Ties
1) "Smoke" (myriadaspects)
2) "Echo" (originaldelusion)
3) Ellywick (funsizefantasy)
4) Finn Declan (fionnadhnatine)
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Combat
Class Bonus: Extra 1d 1/combat
Rank: Sapphire Champion
Dice: 2d64
Defense DC: 21
Hit Points: 34
Initiative: +11
Spot: (Per 6, Alert 5, Absent-Minded -1) = +10
Listen: (Per 6, Alert 5, Absent-Minded -1) = +10
Search: (Per 6, Absent-Minded -1) = +5
Insight: (PER 6, Absent-Minded -1) = +5
Knowledge: (INT 0, Absent-Minded -1) = -1
Acrobatics: (QCK 11, Acro 5) = +16
Diplomacy: (CHA 3, Alluring Tongue ?) =
Disable Device (Rogue): (QCK 11, Disable Device 5) = +16
Stealth: (QCK 11, Clandestine Circle 5) = +16
Bluff: (CHA 3, Charlatan 5) = +8
Strength [0]
Quickness [11]
Endurance [0]
Willpower [1]
Intelligence [0]
Perception [6]
Charisma [3]
S K I L L S
(racial) Versatility
(racial) Acrobatic
(racial) Alert
(support) Animal Companion
(support) Alchemy
(flaw) Dexterous Fighter
(flavor crystal) Entrepeneur [4d250 per week]
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 crystal) Alluring Tongue
(flavor crystal) Polyglot (c: Commonsign, t: Necronian, a: Feral, s: Ancient)
(crystal) Quickstep (v) [Evade]
(crystal) Engineering Knack
(crystal) Sidestep [Evade]
(crystal) Dual-Wield
(crystal) Modified Engineering
(teamwork) Tag Team Fighting
(flavor topaz) Alibi
The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
(rogue) Disable Device [+5 Rogue Checks]
This gives a rogue a +5 to Rogue checks made to disable a device.
(topaz) 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.
(topaz) Blindfight
(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.
(flavor amber) Casing the Joint
(amber) Thievery
The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
(amber) Knock Out Blow
A rogue may use their Primary Strike to knock out an opponent for one round only, once per combat, instead of dealing damage if they are successful in hitting their target.
(amber) Heavy Engineering
(combat) Combat Affinity
(flavor sapphire) Charlatan
You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(sapphire) Blindfight
(sapphire) Improved Disable Device
Once per adventure, a rogue can disable a device without any Rogue check.
(sapphire) Redirect
F L A W S
1. Absent-Minded
You are preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Penalty: Take a -1 to all Spot, Listen, Search, Insight and Knowledge Rolls
2. Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
3. Swoon
You simply cannot help but pass out in the face of danger.
Penalty: When you drop to within 5 hit points of death (such as 35/40), you immediately fall unconscious unless you pass a willpower save of DC15. Each round following, you must pass this willpower save to keep yourself from passing out, until you are healed.
C R A F T I N G
Alchemy, Engineering Knack, Modified Engineering, Heavy Engineering, Entrepeneur (Simple)
Weekly CP: 15 (10 + 5 Entrepeneur (Simple))
Entrepeneur: 4d250 per week
A R M O R
Total Def: +20 DEF
Murderer's Blackcloth +12 DEF
Spidersilk Leggings +3 DEF
Amulet of Armor +5
W E A P O N S
Primary Weapon: Haladie (1d4 / 1d4)
Strike: (QCK 12) = +12
Primary Strike: (QCK 12, PS 5) = +17
DMG: (QCK 12 Dex Fighter) = 2d4 +12
Primary Strike DMG: (QCK 12 Dex Fighter, Murderer's Blackcloth 5) = 2d4 +17
C) Primary Strike | +5 Strike First Attack
$Dexterous Fighter
$Dual Wield
$Blindfight
$Redirect
TW Tag Team Fighting
G E A R S L O T S
EYES:
HANDS: Fizzwinken's Covert Recon Guidance Probe
These fingerless brown leather gloves look heavily used, and can be pressed against solid material no thicker than 15 feet allowing the wearer to see and hear through the solid material. This can be used this way 3 times per day. Upon the back of the left gloves is attached a compass. These gloves grant a boost of +5 to Hide Checks, and enable the wearer to have bat-like senses in dark or near-dark environments much like the skill blindsense.
TORSO: Minor Potion Sheath Bandolier
ARMOR: Murderer's Blackcloth ☼ ☼
This silk +12 DEF blacksilk padded armor is as dark as night and stitched with thread the color of dried blood. It gives Rogues with Primary Strike an extra +5 DMG on their Primary Strike when it is used. (Light Armor)
[Worth: 5,500gp]
NECK: Amulet of Armor +5 DEF
CLOAK: Golden Bee Clasp
This cloak clasp can be used to secure one's cloak, or just attached as a brooch. When both wings are touched, right then left, the magic activates. It creates a small, but extremely loud buzzing bee that zips towards your target and buzzes around their head. This creates a distraction for the target, and they must pass a Willpower Save of DC15 each round, or be unable to do anything that round except attempt to swat the annoying insect away. The bee lasts for 1d4 rounds. This can be used once per day. The bee is not foiled by attempts such as invisibility, or ethereal, or darkness or other concealments. It remains with the target until the rounds are up or the target moves out of range (100 feet from the clasp owner). The bee cannot be attacked, but can be dispelled by someone other than the target. Creatures that cannot hear are unaffected.
LEGS: Spidersilk Leggings (+3 DEF)
FEET: Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.[Worth: 2000gp]
RING 1: Clandestine Circle ( +5 Stealth)
A elegant ring intricately put together with the small hands of Ellywick Fizzlespark. This particular piece has an amethyst meant to aid it's wearer with a sense of calm that makes it easier for them to resist being caught when they need to blend in or just hide in plain sight. Originally made for Lorelei Rossi with a little extra oomph provided by a fun-loving friend and bad influence.
[Crafted and Given to her by Ellywick]
MAGIC ITEMS
1) Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.[Worth: 1,500gp]
2) Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.[Worth: 2000gp]
3) Ioun Stone (black spindle)
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.[Worth: 2000gp]
4) Explorer's Watch
A nifty little gadget that includes a sundial, global map, compass, and many more treats! The watch can detect if things are safe to eat (Can scan anything to find out if it is poisoned, diseased, or tainted and what it is that has tainted it) and if you already ate it it can tell what is wrong (Can scan the person wearing it to decipher what illness or poison is affecting them) And you will never get lost!
5) Electro-Gauntlet
Gives shocking weapon property to a melee weapon, hand to hand, or touch attacks.
CONSUMABLES
Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
1) 1 - Blindsight Potion
2) 1 - Mass Healing Infusion
3) 3 - Senses Potion
4) 2 - Full Heal Potion
5) 1 - Pepper Bomb
6) 1 - Unlife Zapper
7) 1 - Tesla Grenade
8) 1 - Shielding Cube
BOOKS
1)
2)
3)
MUNDANE GEAR
-- Belt Pouch
-- Wool Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Tea Pot
-- Flint / Steel
-- Bedroll
-- 2 Days Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
OTHER STUFF
Gloves of Manual Prowess [Hands]
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch. Gloves of manual prowess
allow you to temporarily excel at tasks involving fine manual dexterity. They grant a +5 to Use Object, Disable Device, Lockpicking and Sleight of Hand checks you are asked to make.
[Worth: 8,000gp]
Helping Hand Gloves [Hands]
The wearer of these simple gloves can speak a command word create a glowing disembodied hand. Up to three times a day, the wearer can have the hand assist him with a task. The hand adds a +5 to any check such as a Rogue Check to assist in picking a lock, or a Use Object check. It must make sense that an extra hand would actually assist in the task (up to DM). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first.
[Worth: 2,500gp]
4 - Cure Mutation Potion
1 - Morning After Potion
Peppy Candy Cane: This candy cane grants a pep in your step! For one full adventure, when this candy cane is eaten, you gain a +1 to your QCK. This cannot take your QCK over the max of 16. One Use, Consumable.
Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable.
Engineer's Workgloves
(Engineering Knack Skill)
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. These gloves allow an engineer to know exactly what is wrong with a schematic they have built, enabling them to repair it once per day.
[Worth: 2,000gp]
1 Manticore Poison Vial
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.
-Ring of the Beastmaster [Ring]
(Skills that gives an animal companion or familiar focus)
This thin wooden ring, once engraved with the name of your familiar, or animal companion boosts that named creature by 5 hit points, and 12 dice sides. To use this on a new companion, you must sand out the name of the previous creature and carve the new creatures name into the ring.
[Worth: 7,000gp]
--------------
Blindsight
This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive.After consuming this elixir, the user gains blindsight for 1 combat.
Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
Morning After
Gets rid of any pregnancy within 2 weeks of fertilization.
Color: Black | Smell: Pungent | Texture: Watery | Flavor: Foul
Senses
A foul tasting potion that sharpens hearing and sight, providing a +2 alchemical bonus to spot and listen checks for 3 hours.
Color: Gray | Smell: Earthy | Texture: Watery | Flavor: Foul
Full Heal Potion
Gives a full heal on an adventure. Can be used in a hypo-pistol.
Color: Clear | Smell: Mildly Fruity | Texture: Watery | Flavor: Sweet
[Crafting: 125gp / 1CP]
Cure Mutation Potion
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.
Color: Pale Green | Smell: Odorless | Texture: Smooth | Flavor: Citrus
[Crafting: 125gp / 1CP]
Pepper Bomb
Type: Exploding
Effects: Effect
A combination of alchemical powders packed into some kind of jar with a plug. The top of the jar is weighted so that when tossed the Pepper Bomb falls to the ground plug first. Upon impact the plug rubs against the opening of the jar causing a spark that ignites the powders within. The ensuing explosion produces an eruption of gas that covers the target and causes intense burning of the eyes and nostrils, incapacitating them for a specific number of rounds, and causing them to have a DDC of 10 for that round.
EFFECT - One Deployment
Regular: 1 Round, DDC10
Modified: 2 Rounds, DDC10
Unlife Zapper
Type: Undead Damage
Effects: Damage
These ranged items (often in the form of darts) stick onto a corporeal undead and explode, doing damage to undead creatures even if they'd normally be immune.
DAMAGE - Five Deployments
Regular: 1d6 Damage
Modified: 2d6 Damage
Tesla Grenade
Type: AoE Damage
Effects: Damage
This arcing grenade hits multiple enemies, doing 1d6 damage to them all.
DAMAGE - Five Deployments
Regular: 1d6 DMG to 2 Enemies
Improved: 1d6 DMG to 3 Enemies
Shielding Cube
Type: Defense
Effect: Defends against one attack, magic or mundane.
Toss this small clockwork cube, and it explodes with a force shield that defends against one attack for you or your chosen target. This allows you or your target to evade some damage.
EFFECT - One Deployment
Regular: Evade 1/3 Damage
Improved: Evade 1/2 Damage
Mass Healing Infusion
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Regular: Heals all allies up to 10hp
Improved: Heals all allies up to 15hp
Font/Color: TNR Brown
Origin: Deepwood, Sarkotos
Race: Human
Age: 26
Height: 5'2"
Weight: 107lbs
Eyes and Hair: Brown and Brown
Scent: A soft, sensual, luxuriant blend with a wicked bite: hazelnut, buttercream, honey mead, rum and sweet almond. BPAL: Hellcat
Alignment: CN
Languages: Common, Sark, City Markers, Thieves Cant, Commonsign (c), Necronian (t), Feral (a), Ancient (s)
Worships: Fytalvo, God of Lust and Science
The Baron and Baroness of Deepwood, Sarkotos, had a very unruly granddaughter. Despite giving her every amenity afforded to a woman of her station, including introducing her to all of the most eligible (and wealthy) bachelors in Sarkotos and beyond, she was most comfortable learning to craft with the local craftsmen and smithies upon her family's extensive lands within the Scourcone Forest and bedding the local boys.
Baron Rossi had even made arrangements with the local druid circle to take Lorelei in and train her, but even that had proved uninteresting to the extremely curious and chaotic girl, though she did manage to pick up Alchemy from the druids. Upon reaching mid-teen age, she began sneaking off to the 'big city' of Navahla to creep the streets watching all the numerous craftspeople in the Market, staring into many a shop window, and climbing trees to watch the knights march and spar. She even engaged in a short period of prostitution for the sheer reason that it was something new, interesting and she wanted to experience it.
It was in a seedy inne upon a trip to the docks along the coast of Sarkotos that she was first introduced to gunpowder and its weaponry. She was in love for the first time in her life.
It did not take her long to find someone in the Navahla area to begin teaching her the craft of gunsmithing and engineering. The Shalottan couple, Maka and Finn, were unique in many ways, but they were damn good at their job. While gunsmithing was extremely interesting to her, it was using clockwork and gunpowder together that truly caught the young lady's fancy. She began experimenting and soon had a bevy of half-clockwork creatures running about the small cottage she'd rented near her mentors. A small mouse with clockwork hind legs, a bird with thin metal wings, a cricket with gears - she did like her experimentations.
She was most definitely not as tight-laced as her noble heritage wished her to be, in fact besides sharing the name of the Rossi family, she did not tell most she met that she was in fact the granddaughter of a baron. If anyone asked about it, the most she would say was that they were distant relatives, very distant.
Though there are those that know of her ties, and use it. Lorelei is a member of the Camarilla. A very low level member, but nonetheless she gleans and uses the information she finds out on her frequent trips back home to aid the Camarilla.
Her Triple Ties
1) "Smoke" (myriadaspects)
2) "Echo" (originaldelusion)
3) Ellywick (funsizefantasy)
4) Finn Declan (fionnadhnatine)
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Combat
Class Bonus: Extra 1d 1/combat
Rank: Sapphire Champion
Dice: 2d64
Defense DC: 21
Hit Points: 34
Initiative: +11
Spot: (Per 6, Alert 5, Absent-Minded -1) = +10
Listen: (Per 6, Alert 5, Absent-Minded -1) = +10
Search: (Per 6, Absent-Minded -1) = +5
Insight: (PER 6, Absent-Minded -1) = +5
Knowledge: (INT 0, Absent-Minded -1) = -1
Acrobatics: (QCK 11, Acro 5) = +16
Diplomacy: (CHA 3, Alluring Tongue ?) =
Disable Device (Rogue): (QCK 11, Disable Device 5) = +16
Stealth: (QCK 11, Clandestine Circle 5) = +16
Bluff: (CHA 3, Charlatan 5) = +8
Strength [0]
Quickness [11]
Endurance [0]
Willpower [1]
Intelligence [0]
Perception [6]
Charisma [3]
S K I L L S
(racial) Versatility
(racial) Acrobatic
(racial) Alert
(support) Animal Companion
(support) Alchemy
(flaw) Dexterous Fighter
(flavor crystal) Entrepeneur [4d250 per week]
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 crystal) Alluring Tongue
(flavor crystal) Polyglot (c: Commonsign, t: Necronian, a: Feral, s: Ancient)
(crystal) Quickstep (v) [Evade]
(crystal) Engineering Knack
(crystal) Sidestep [Evade]
(crystal) Dual-Wield
(crystal) Modified Engineering
(teamwork) Tag Team Fighting
(flavor topaz) Alibi
The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
(rogue) Disable Device [+5 Rogue Checks]
This gives a rogue a +5 to Rogue checks made to disable a device.
(topaz) 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.
(topaz) Blindfight
(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.
(flavor amber) Casing the Joint
(amber) Thievery
The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
(amber) Knock Out Blow
A rogue may use their Primary Strike to knock out an opponent for one round only, once per combat, instead of dealing damage if they are successful in hitting their target.
(amber) Heavy Engineering
(combat) Combat Affinity
(flavor sapphire) Charlatan
You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(sapphire) Blindfight
(sapphire) Improved Disable Device
Once per adventure, a rogue can disable a device without any Rogue check.
(sapphire) Redirect
F L A W S
1. Absent-Minded
You are preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Penalty: Take a -1 to all Spot, Listen, Search, Insight and Knowledge Rolls
2. Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
3. Swoon
You simply cannot help but pass out in the face of danger.
Penalty: When you drop to within 5 hit points of death (such as 35/40), you immediately fall unconscious unless you pass a willpower save of DC15. Each round following, you must pass this willpower save to keep yourself from passing out, until you are healed.
C R A F T I N G
Alchemy, Engineering Knack, Modified Engineering, Heavy Engineering, Entrepeneur (Simple)
Weekly CP: 15 (10 + 5 Entrepeneur (Simple))
Entrepeneur: 4d250 per week
A R M O R
Total Def: +20 DEF
Murderer's Blackcloth +12 DEF
Spidersilk Leggings +3 DEF
Amulet of Armor +5
W E A P O N S
Primary Weapon: Haladie (1d4 / 1d4)
Strike: (QCK 12) = +12
Primary Strike: (QCK 12, PS 5) = +17
DMG: (QCK 12 Dex Fighter) = 2d4 +12
Primary Strike DMG: (QCK 12 Dex Fighter, Murderer's Blackcloth 5) = 2d4 +17
C) Primary Strike | +5 Strike First Attack
$Dexterous Fighter
$Dual Wield
$Blindfight
$Redirect
TW Tag Team Fighting
G E A R S L O T S
EYES:
HANDS: Fizzwinken's Covert Recon Guidance Probe
These fingerless brown leather gloves look heavily used, and can be pressed against solid material no thicker than 15 feet allowing the wearer to see and hear through the solid material. This can be used this way 3 times per day. Upon the back of the left gloves is attached a compass. These gloves grant a boost of +5 to Hide Checks, and enable the wearer to have bat-like senses in dark or near-dark environments much like the skill blindsense.
TORSO: Minor Potion Sheath Bandolier
ARMOR: Murderer's Blackcloth ☼ ☼
This silk +12 DEF blacksilk padded armor is as dark as night and stitched with thread the color of dried blood. It gives Rogues with Primary Strike an extra +5 DMG on their Primary Strike when it is used. (Light Armor)
[Worth: 5,500gp]
NECK: Amulet of Armor +5 DEF
CLOAK: Golden Bee Clasp
This cloak clasp can be used to secure one's cloak, or just attached as a brooch. When both wings are touched, right then left, the magic activates. It creates a small, but extremely loud buzzing bee that zips towards your target and buzzes around their head. This creates a distraction for the target, and they must pass a Willpower Save of DC15 each round, or be unable to do anything that round except attempt to swat the annoying insect away. The bee lasts for 1d4 rounds. This can be used once per day. The bee is not foiled by attempts such as invisibility, or ethereal, or darkness or other concealments. It remains with the target until the rounds are up or the target moves out of range (100 feet from the clasp owner). The bee cannot be attacked, but can be dispelled by someone other than the target. Creatures that cannot hear are unaffected.
LEGS: Spidersilk Leggings (+3 DEF)
FEET: Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.[Worth: 2000gp]
RING 1: Clandestine Circle ( +5 Stealth)
A elegant ring intricately put together with the small hands of Ellywick Fizzlespark. This particular piece has an amethyst meant to aid it's wearer with a sense of calm that makes it easier for them to resist being caught when they need to blend in or just hide in plain sight. Originally made for Lorelei Rossi with a little extra oomph provided by a fun-loving friend and bad influence.
[Crafted and Given to her by Ellywick]
MAGIC ITEMS
1) Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.[Worth: 1,500gp]
2) Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.[Worth: 2000gp]
3) Ioun Stone (black spindle)
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.[Worth: 2000gp]
4) Explorer's Watch
A nifty little gadget that includes a sundial, global map, compass, and many more treats! The watch can detect if things are safe to eat (Can scan anything to find out if it is poisoned, diseased, or tainted and what it is that has tainted it) and if you already ate it it can tell what is wrong (Can scan the person wearing it to decipher what illness or poison is affecting them) And you will never get lost!
5) Electro-Gauntlet
Gives shocking weapon property to a melee weapon, hand to hand, or touch attacks.
CONSUMABLES
Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
1) 1 - Blindsight Potion
2) 1 - Mass Healing Infusion
3) 3 - Senses Potion
4) 2 - Full Heal Potion
5) 1 - Pepper Bomb
6) 1 - Unlife Zapper
7) 1 - Tesla Grenade
8) 1 - Shielding Cube
BOOKS
1)
2)
3)
MUNDANE GEAR
-- Belt Pouch
-- Wool Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Tea Pot
-- Flint / Steel
-- Bedroll
-- 2 Days Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
OTHER STUFF
Gloves of Manual Prowess [Hands]
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch. Gloves of manual prowess
allow you to temporarily excel at tasks involving fine manual dexterity. They grant a +5 to Use Object, Disable Device, Lockpicking and Sleight of Hand checks you are asked to make.
[Worth: 8,000gp]
Helping Hand Gloves [Hands]
The wearer of these simple gloves can speak a command word create a glowing disembodied hand. Up to three times a day, the wearer can have the hand assist him with a task. The hand adds a +5 to any check such as a Rogue Check to assist in picking a lock, or a Use Object check. It must make sense that an extra hand would actually assist in the task (up to DM). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first.
[Worth: 2,500gp]
4 - Cure Mutation Potion
1 - Morning After Potion
Peppy Candy Cane: This candy cane grants a pep in your step! For one full adventure, when this candy cane is eaten, you gain a +1 to your QCK. This cannot take your QCK over the max of 16. One Use, Consumable.
Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable.
Engineer's Workgloves
(Engineering Knack Skill)
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. These gloves allow an engineer to know exactly what is wrong with a schematic they have built, enabling them to repair it once per day.
[Worth: 2,000gp]
1 Manticore Poison Vial
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.
-Ring of the Beastmaster [Ring]
(Skills that gives an animal companion or familiar focus)
This thin wooden ring, once engraved with the name of your familiar, or animal companion boosts that named creature by 5 hit points, and 12 dice sides. To use this on a new companion, you must sand out the name of the previous creature and carve the new creatures name into the ring.
[Worth: 7,000gp]
--------------
Blindsight
This liquid is blood-red and slightly viscous, like a watery syrup. When a creature drinks the elixir, the liquid races through its blood in a flash, and it feels each of its senses come alive.After consuming this elixir, the user gains blindsight for 1 combat.
Color: Blood Red | Smell: Odorless | Texture: Smooth | Flavor: Sour
Morning After
Gets rid of any pregnancy within 2 weeks of fertilization.
Color: Black | Smell: Pungent | Texture: Watery | Flavor: Foul
Senses
A foul tasting potion that sharpens hearing and sight, providing a +2 alchemical bonus to spot and listen checks for 3 hours.
Color: Gray | Smell: Earthy | Texture: Watery | Flavor: Foul
Full Heal Potion
Gives a full heal on an adventure. Can be used in a hypo-pistol.
Color: Clear | Smell: Mildly Fruity | Texture: Watery | Flavor: Sweet
[Crafting: 125gp / 1CP]
Cure Mutation Potion
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.
Color: Pale Green | Smell: Odorless | Texture: Smooth | Flavor: Citrus
[Crafting: 125gp / 1CP]
Pepper Bomb
Type: Exploding
Effects: Effect
A combination of alchemical powders packed into some kind of jar with a plug. The top of the jar is weighted so that when tossed the Pepper Bomb falls to the ground plug first. Upon impact the plug rubs against the opening of the jar causing a spark that ignites the powders within. The ensuing explosion produces an eruption of gas that covers the target and causes intense burning of the eyes and nostrils, incapacitating them for a specific number of rounds, and causing them to have a DDC of 10 for that round.
EFFECT - One Deployment
Regular: 1 Round, DDC10
Modified: 2 Rounds, DDC10
Unlife Zapper
Type: Undead Damage
Effects: Damage
These ranged items (often in the form of darts) stick onto a corporeal undead and explode, doing damage to undead creatures even if they'd normally be immune.
DAMAGE - Five Deployments
Regular: 1d6 Damage
Modified: 2d6 Damage
Tesla Grenade
Type: AoE Damage
Effects: Damage
This arcing grenade hits multiple enemies, doing 1d6 damage to them all.
DAMAGE - Five Deployments
Regular: 1d6 DMG to 2 Enemies
Improved: 1d6 DMG to 3 Enemies
Shielding Cube
Type: Defense
Effect: Defends against one attack, magic or mundane.
Toss this small clockwork cube, and it explodes with a force shield that defends against one attack for you or your chosen target. This allows you or your target to evade some damage.
EFFECT - One Deployment
Regular: Evade 1/3 Damage
Improved: Evade 1/2 Damage
Mass Healing Infusion
Type: Effect
Effect: Healing!
A bomb to use on your allies, that heals!
EFFECT - One Deployment
Regular: Heals all allies up to 10hp
Improved: Heals all allies up to 15hp