Post by rageofnocturne@aol.com on Feb 4, 2016 18:48:35 GMT -5
OrelDir/ Emerald Sentinel/ 2d11/ hp- 40/DC-17/Devout/ Vindicator/ Combat/ Flaws: none/ Weakness:none/ Teamwork: none//Treasure Hunter//
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Name:
OrelDir
Screen Name:
rageofnocturne@aol.com
Alignment:
Chaotic Neutral
Languages:
Common, Picto, Runin,
Country of Origin:
Scarred Lands
Description:
Mutations:
Reinforced Skeleton, Metallic Bones, Metallic Teeth, Metallic Nails, Energy Absorb to Heal (Lightning), Unnatural Eyes (aura changing)
Mutation effects:
Mandatory: (these are not optional)
Beneficial - Energy absorb to heal (lightning) - You have adapted to absorb lightning energy straight into your nerve synapses, healing hp instead.
Reinforced Skeleton - Your metal bones are extra resistant to damage. You're immune to all 'breaker' skills and take no fall damage from falls up to 50'.
Detrimental - Metal bones - Your bones, though reinforced and metal, are exceptionally heavy. Any armor you wear is considered one step heavier, and the appropriate penalties apply. You cannot wear heavy armor, or you simply won't be able to move.
Metallic Nails - Your nails are metal, and it's hard to temper their strength. Any item you handle without metal gloves you have a 20% chance of either breaking (potions, consumables), mishandling (magic items), and gloves made of leather are nearly impossible to wear.
Personality:
Current Rank:
Emerald Sentinel
Current Dice:
2d11
Current Hit Points:
40 (Base= 30, Endurance = 0, Willpower = 5, Diehard = 5)
Defense DC:
17 (10 + Quickness)
Total Def:
28 mundane 5 magical 5 fire
Total Strike:
10
Total Dmg:
18 melee (10str +3 divine judgement +5 dual wield focus)
Traits
Talents and Tactics
Talents: Get 1 free clue/day from DM, +1 endurance vs poison, + Scent skill
Primary Class:
Devout
Class Bonus:
"Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession:
Vindicator
Profession Bonus:
"Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class:
Combat
Class Bonus:
+1d once per combat
Secondary Profession:
Profession Bonus:
Race:
Scarred Human
Racial Weakness (if applicable):
None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Racial Skill:Alert : You gain a +5 to Spot and Listen Checks.
Racial Skill: Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
Flavor: Undead Resistance : A character that chooses this ability, cannot be turned undead.
Flavor: Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell.
Flavor:Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself. (V)
1.Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat. (V)
2.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. (V)
3.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.
-Weaponsmithing
-Armorsmithing
-Bowyer/Fletcher
-Seamstress/ Tailor
4.Iron Will : You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
5.Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
6 Flavor. Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
7. Advanced Crafting - This skill gives a crafter a one-time +20 bonus to crafting points, please inform the Treasury Mod when you take this skill so that it can be added. Additionally, it grants you a bonus of 5 crafting points per week that can be used for any type of crafting skill. At Sapphire, your bonus goes to 10 crafting points per week, and at Ruby you gain 20 extra crafting points per week.
8.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. (V)
9. Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes. (V)
10 Teamwork.
11 Flavor.Divine Delving : Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy. Work with the DM in order to find out what it is you may be seeing during a mission or adventure.
12. Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
13. 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.
14. Prayers to the Gods: A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list.
Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it.
Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher.
Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check.
Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead
left with 1 hit point short of dying.
Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round.
Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save.
15. Stigmata : A Vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may start or stop the flow of blood by force of will. Activating the Stigmata causes the Vindicator to take 5 points of damage that cannot be healed by magical means or potions. While the Stigmata is bleeding, the Vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) of +3. This bonus can be used for a bonus to damage, defense, magic damage, or saving rolls but one of these must be decided when activating the Stigmata.
16. Flavor. Crafter's Comprehension: After hours of working in your field, there is no one that could argue the depth of your knowledge. Taking this skill allows you a +5 to any knowledge checks that involve crafting skills that you've acquired.
17. 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.
18. Paragon Weapons : You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
19. Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
20. Combat Affinity: may use combat manuvers.
21. Psionic Affinity: may use magic with your mind.
22. Flavor. Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
23. Hidden Blade Master: A good blade is a necessity, but a hidden blade is even more dangerous. With this skill, the user of such a weapon no longer has the -2 penalty imposed on their strike. They have become so efficient with using a hidden blade that they can easily slip it into their attacks as if it was an everyday common occurrence. This is a constant skill.
24. One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks.
25. Dual Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
Weapons with dice effects / enchantments:
Primary Weapon:Club 1d5
Spellshocked Wood
Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Secondary Weapon: Club 1d5
Plaguewood
Plaguewood is a unusual material found in the Scarred Lands, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood weapons are naturally "venomous".
Ranged Weapon: Spear Gauntlets [Weapon]
Acting as guns, these gauntlets have slots in them for halfspears (1d4) or stakes (1d4). Each gauntlet has slots for 3 halfspears or stakes, if you have Dual-Wield and are using both gauntlets then on activation all 6 weapons shoot at one time towards one target, doing 6d4 damage. If you are only using one gauntlet, then the gauntlet does 3d4 damage. It takes one full round for you to reload one or both gauntlets (there are no skills that relieve this penalty, it will always take a round to reload). You cannot wield anything else in the hand that is using these spear gauntlets, including shields and weapons.
[Worth: 10,000gp]
Hidden Weapon: Acid Washed Drow Long Knife 1d7 + 1d3 + ignore 5 def points ☼ ☼ ☼ ☼ ☼
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
Neck: Such as amulets, medallions, torcs, necklaces. Gem of the Flame Wraith [Various]
These gems were salvaged from the pillars by Avandale, and are heavy with fire affinity. They can be set in any sort of rudimentary piece of jewelry (earrings, ring, necklace). When worn, they provide +5 Defense versus Fire damage, as well as bestow all held or fired weapons with the fire attribute, at will.
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink. Shadowskin Scalemale +16 def
(counts as heavy armor, -10 init, max Qck- 8 ,Max def= 30 )
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Shadowsilk Robes +7 def
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Hands: Such as gloves, gauntlets, wrappings or one glove. Steel Gauntlets +5 def
Feet: Such as sandals, boots, shoes, slippers Draco Worm Plate Boots [Feet] +5 Defense
Draco Worm Scales
These scales are flexible and light, but very strong, capable of being shaped or molded into nearly any armor that would otherwise use metal. The scales innate add up to 13 of the armors innate def towards magical defense. (The armor carries Innate Magically Warded and cannot be enchanted with such.) Also, any further enchants that add defense against elemental attacks can be made for half cost.
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.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Cloth of the Bitter Land [Magic Item]
This section of cloth is covered with a fine unknown animal fur. Having it provides +2 to saves against weather effects, no matter how extreme, and reduces all damage during weather events by 1 when damage is taken. It can double as a blanket, providing the effect of endure elements while the person under it is sleeping.
2. Shadowtop Torch x2
The wood of the stunted shadowtop bush burns more slowly (and cleanly) than normal wood. A torch of shadowtop wood burns for 2 hours and gives off very little smoke.
3. Ring of Five Survivals [Magic Item]
This item was created to be a jack of all trades for the Scarred. It enhances five senses a little bit.
Touch: +1 to athletics
Sight: +1 to Spot
Hearing: +1 to Listen
Smell: Gains the scent skill for hunting food
Taste: +1 endurance versus poison.
4.
5.
4th anniversary bag of holding:
1.
2.
3.
Mundane (non-magical pack Items)
-Firesand Value: 175 gp
-Broken Knife - (can make one knife type weapon at 1/2 cost)
-Bedroll
-Flasks
-20 feet of rope
-10 feet of chain
-Rations
-3 Waterskins
-9 Prickly Pear
-Wasteland Wraps +10 DEF -5 init max quick 12
(This well-worn armor can be your choice of leather, chitin, metal and/or cloth and includes head wrap and goggles as well as boots or sandals.)
-Has located underground water source.
-3 ingots of Mithril (enough to make 1 weapon)
-Hauberk +12 def -5 init max quick 8
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.
Other Information: (You can put age, description, status, children, etc)
--Name: OrelDir (Morningstar)
--Age: 23
--Alignment: Chaotic Neutral
--Height: 6'0"
--Weight: 157 lbs (218.23 lbs + 61.23 lbs due to skeleton mutations x3 skeletal weight)
--Body Type: Athletic
--Eyes: Blue
--Hair: Light Brown
--Gender: Male
--Birthday: 3/13(13th of Waterboon, Timespinners Era)
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Name:
OrelDir
Screen Name:
rageofnocturne@aol.com
Alignment:
Chaotic Neutral
Languages:
Common, Picto, Runin,
Country of Origin:
Scarred Lands
Description:
Mutations:
Reinforced Skeleton, Metallic Bones, Metallic Teeth, Metallic Nails, Energy Absorb to Heal (Lightning), Unnatural Eyes (aura changing)
Mutation effects:
Mandatory: (these are not optional)
Beneficial - Energy absorb to heal (lightning) - You have adapted to absorb lightning energy straight into your nerve synapses, healing hp instead.
Reinforced Skeleton - Your metal bones are extra resistant to damage. You're immune to all 'breaker' skills and take no fall damage from falls up to 50'.
Detrimental - Metal bones - Your bones, though reinforced and metal, are exceptionally heavy. Any armor you wear is considered one step heavier, and the appropriate penalties apply. You cannot wear heavy armor, or you simply won't be able to move.
Metallic Nails - Your nails are metal, and it's hard to temper their strength. Any item you handle without metal gloves you have a 20% chance of either breaking (potions, consumables), mishandling (magic items), and gloves made of leather are nearly impossible to wear.
Personality:
Current Rank:
Emerald Sentinel
Current Dice:
2d11
Current Hit Points:
40 (Base= 30, Endurance = 0, Willpower = 5, Diehard = 5)
Defense DC:
17 (10 + Quickness)
Total Def:
28 mundane 5 magical 5 fire
Total Strike:
10
Total Dmg:
18 melee (10str +3 divine judgement +5 dual wield focus)
Traits
Strength 10 | Quickness 7 | Endurance 0 | Willpower 5 | Intelligence 0 | Perception 3 | Charisma 0 |
Talents and Tactics
Diplomacy +1 | Intimidation +10 | Bluff - | Disguise - | Stealth +5 | Insight +3 |
Spot +9 | Listen +9 | Athletics +16 | Climb +10 | Jump +10 | Swim +10 |
Acrobatics +5 | Tumble +5 | Balance +5 | Disable Traps +5 | Lockpicking +5 | Thievery +5 |
Locate Trap +3 | Escape +5 | Sleight +5 | Appraise +3 | Gather Info +3 | Knowledge - |
Ride +5 | Nature - | Use Object +5 | Search +3 | Hide +7 |
Talents: Get 1 free clue/day from DM, +1 endurance vs poison, + Scent skill
Primary Class:
Devout
Class Bonus:
"Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession:
Vindicator
Profession Bonus:
"Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class:
Combat
Class Bonus:
+1d once per combat
Secondary Profession:
Profession Bonus:
Race:
Scarred Human
Racial Weakness (if applicable):
None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Racial Skill:Alert : You gain a +5 to Spot and Listen Checks.
Racial Skill: Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
Flavor: Undead Resistance : A character that chooses this ability, cannot be turned undead.
Flavor: Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell.
Flavor:Animism: A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself. (V)
1.Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat. (V)
2.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. (V)
3.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.
-Weaponsmithing
-Armorsmithing
-Bowyer/Fletcher
-Seamstress/ Tailor
4.Iron Will : You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
5.Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
6 Flavor. Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
7. Advanced Crafting - This skill gives a crafter a one-time +20 bonus to crafting points, please inform the Treasury Mod when you take this skill so that it can be added. Additionally, it grants you a bonus of 5 crafting points per week that can be used for any type of crafting skill. At Sapphire, your bonus goes to 10 crafting points per week, and at Ruby you gain 20 extra crafting points per week.
8.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. (V)
9. Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes. (V)
10 Teamwork.
11 Flavor.Divine Delving : Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy. Work with the DM in order to find out what it is you may be seeing during a mission or adventure.
12. Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
13. 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.
14. Prayers to the Gods: A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list.
Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it.
Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher.
Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check.
Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead
left with 1 hit point short of dying.
Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round.
Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save.
15. Stigmata : A Vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may start or stop the flow of blood by force of will. Activating the Stigmata causes the Vindicator to take 5 points of damage that cannot be healed by magical means or potions. While the Stigmata is bleeding, the Vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) of +3. This bonus can be used for a bonus to damage, defense, magic damage, or saving rolls but one of these must be decided when activating the Stigmata.
16. Flavor. Crafter's Comprehension: After hours of working in your field, there is no one that could argue the depth of your knowledge. Taking this skill allows you a +5 to any knowledge checks that involve crafting skills that you've acquired.
17. 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.
18. Paragon Weapons : You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
19. Celestial Smite : Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
20. Combat Affinity: may use combat manuvers.
21. Psionic Affinity: may use magic with your mind.
22. Flavor. Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
23. Hidden Blade Master: A good blade is a necessity, but a hidden blade is even more dangerous. With this skill, the user of such a weapon no longer has the -2 penalty imposed on their strike. They have become so efficient with using a hidden blade that they can easily slip it into their attacks as if it was an everyday common occurrence. This is a constant skill.
24. One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks.
25. Dual Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
Weapons with dice effects / enchantments:
Primary Weapon:Club 1d5
Spellshocked Wood
Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Secondary Weapon: Club 1d5
Plaguewood
Plaguewood is a unusual material found in the Scarred Lands, it always looks drenching wet and has a greenish hue. It smells faintly of rot and flies seem attracted to it. Polished plaguewood can be used as a material to make weapons and shields that would normally be made of wood, and although it seem to be rotting, it is in fact harder than most types of wood. Plaguewood is harvested in the Scarred Lands, and is the equivalent of a undead plant, thus positive energy deals damage to plaguewood while negative energy repairs it. Plaguewood weapons are naturally "venomous".
Ranged Weapon: Spear Gauntlets [Weapon]
Acting as guns, these gauntlets have slots in them for halfspears (1d4) or stakes (1d4). Each gauntlet has slots for 3 halfspears or stakes, if you have Dual-Wield and are using both gauntlets then on activation all 6 weapons shoot at one time towards one target, doing 6d4 damage. If you are only using one gauntlet, then the gauntlet does 3d4 damage. It takes one full round for you to reload one or both gauntlets (there are no skills that relieve this penalty, it will always take a round to reload). You cannot wield anything else in the hand that is using these spear gauntlets, including shields and weapons.
[Worth: 10,000gp]
Hidden Weapon: Acid Washed Drow Long Knife 1d7 + 1d3 + ignore 5 def points ☼ ☼ ☼ ☼ ☼
Fever Iron : This material is reddish, and has the "Fire" attribute naturally occurring.
Flametouched Iron: This material naturally confers the "Good" alignment on any weapons made with it.
Flametouched Iron: This material naturally confers the "Good" alignment on any weapons made with it.
w/Razor Edge
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
w/Serrated
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5
points of defense. The enemy must be wearing physical armor for this modification to work.
Paragon: +2 sides
Hidden Weapon: points of defense. The enemy must be wearing physical armor for this modification to work.
Paragon: +2 sides
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
Neck: Such as amulets, medallions, torcs, necklaces. Gem of the Flame Wraith [Various]
These gems were salvaged from the pillars by Avandale, and are heavy with fire affinity. They can be set in any sort of rudimentary piece of jewelry (earrings, ring, necklace). When worn, they provide +5 Defense versus Fire damage, as well as bestow all held or fired weapons with the fire attribute, at will.
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink. Shadowskin Scalemale +16 def
(counts as heavy armor, -10 init, max Qck- 8 ,Max def= 30 )
Shadowskin
Woven from threads of quasi-reality torn from the Plane of Shadow, shadowskin is an expensive fabric highly valued by those who stalk in the darkness. Shadowskin shimmers and seems to flow and vibrate as if made of thousands of tiny tentacles with fuzzy edges, slightly translucent, and always dark and non-reflective no matter the lighting conditions. Any non-metal clothing or armor can be made of shadowskin, and those who wear it gain the ability to Hide in Plain Sight, allowing Hide and Stealth checks even if you are not actually hiding or using cover.
Woven from threads of quasi-reality torn from the Plane of Shadow, shadowskin is an expensive fabric highly valued by those who stalk in the darkness. Shadowskin shimmers and seems to flow and vibrate as if made of thousands of tiny tentacles with fuzzy edges, slightly translucent, and always dark and non-reflective no matter the lighting conditions. Any non-metal clothing or armor can be made of shadowskin, and those who wear it gain the ability to Hide in Plain Sight, allowing Hide and Stealth checks even if you are not actually hiding or using cover.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Shadowsilk Robes +7 def
Drowsilk
Originally crafted by the drow, drowsilk items are light, durable, and flexible. They do for leather and cloth items what mithral does for metal, and a bit more. It is harvested from the monstrous spiders of the underdark, bathed in strange radiation and alchemical reagents, and woven into items. Drowsilk is as smooth as any silk product, but is a menacing midnight blue to purple hue, sometimes dyed completely black (called shadowsilk), or given a light gray finish. It is lightweight, yet amazing strong, and comfortable to boot. As a flexible material it cannot be used on solid metal or wooden objects but may be used for leathers, clothes, and other flexible objects. This gives a +2 to Hide Checks. When in the underdark, armors made of drowsilk gain a bonus of +3 DEF.
Originally crafted by the drow, drowsilk items are light, durable, and flexible. They do for leather and cloth items what mithral does for metal, and a bit more. It is harvested from the monstrous spiders of the underdark, bathed in strange radiation and alchemical reagents, and woven into items. Drowsilk is as smooth as any silk product, but is a menacing midnight blue to purple hue, sometimes dyed completely black (called shadowsilk), or given a light gray finish. It is lightweight, yet amazing strong, and comfortable to boot. As a flexible material it cannot be used on solid metal or wooden objects but may be used for leathers, clothes, and other flexible objects. This gives a +2 to Hide Checks. When in the underdark, armors made of drowsilk gain a bonus of +3 DEF.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Hands: Such as gloves, gauntlets, wrappings or one glove. Steel Gauntlets +5 def
Feet: Such as sandals, boots, shoes, slippers Draco Worm Plate Boots [Feet] +5 Defense
Draco Worm Scales
These scales are flexible and light, but very strong, capable of being shaped or molded into nearly any armor that would otherwise use metal. The scales innate add up to 13 of the armors innate def towards magical defense. (The armor carries Innate Magically Warded and cannot be enchanted with such.) Also, any further enchants that add defense against elemental attacks can be made for half cost.
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)
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2.
Consumables: (Up to five types, no limit on how much of each type.)
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Magical Pack Items (Up to five magical / wondrous items.)
1. Cloth of the Bitter Land [Magic Item]
This section of cloth is covered with a fine unknown animal fur. Having it provides +2 to saves against weather effects, no matter how extreme, and reduces all damage during weather events by 1 when damage is taken. It can double as a blanket, providing the effect of endure elements while the person under it is sleeping.
2. Shadowtop Torch x2
The wood of the stunted shadowtop bush burns more slowly (and cleanly) than normal wood. A torch of shadowtop wood burns for 2 hours and gives off very little smoke.
3. Ring of Five Survivals [Magic Item]
This item was created to be a jack of all trades for the Scarred. It enhances five senses a little bit.
Touch: +1 to athletics
Sight: +1 to Spot
Hearing: +1 to Listen
Smell: Gains the scent skill for hunting food
Taste: +1 endurance versus poison.
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5.
4th anniversary bag of holding:
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Mundane (non-magical pack Items)
-Firesand Value: 175 gp
-Broken Knife - (can make one knife type weapon at 1/2 cost)
-Bedroll
-Flasks
-20 feet of rope
-10 feet of chain
-Rations
-3 Waterskins
-9 Prickly Pear
-Wasteland Wraps +10 DEF -5 init max quick 12
(This well-worn armor can be your choice of leather, chitin, metal and/or cloth and includes head wrap and goggles as well as boots or sandals.)
-Has located underground water source.
-3 ingots of Mithril (enough to make 1 weapon)
-Hauberk +12 def -5 init max quick 8
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
Other Information: (You can put age, description, status, children, etc)
--Name: OrelDir (Morningstar)
--Age: 23
--Alignment: Chaotic Neutral
--Height: 6'0"
--Weight: 157 lbs (218.23 lbs + 61.23 lbs due to skeleton mutations x3 skeletal weight)
--Body Type: Athletic
--Eyes: Blue
--Hair: Light Brown
--Gender: Male
--Birthday: 3/13(13th of Waterboon, Timespinners Era)
--Sign of the Beholder
**Lucky Bonus: You are very good at solving puzzles and riddles, you are able to get one free clue from the DM.
--Born under Gibbous Moon
BONUS: You gain a +1 to Diplomacy checks.
--Birthstone: Agate
--Tree: Ash
--Tree: Ash