Post by rageofnocturne@aol.com on May 28, 2016 0:41:05 GMT -5
Harlequin King/ Ruby Captain/ 2d13/ HP-55/ DC-22/ Arcane/ Mage/ Combat/ Heal others:26/ Flaws: Narrow, Compulsively Honest, Phobia (Cold Iron)/ Weakness: None/Teamwork: None//
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Name: Harlequin King
Screen Name: rageofnocturne@aol.com
Alignment: Neutral
Languages: Common, Elven, Sylvan
Country of Origin: Kyngfeld
Description: As a newborn King was abandoned deep within the Faerie Woodlands by his mother for he was conceived outside of wedlock and she feared for what would be said of her for having a child outside of wedlock. He was luckily taken in by the wild Faerie's of the woodlands who took it upon themselves to raise and care for him. From bathing and feeding him to teaching him to walk and talk.
Personality:
Current Rank:Ruby Captain
Current Dice: 2d13
Current Hit Points: 55 (Base 35 , MoB = 13, Willpower = 7)
Defense DC:22 (10 + Quickness)
Initiate: +13 Presence of Mind
Strike: +17 Tacticians Sense + Raudanas stone +fighter weapon
Damage: +30 Ensorcelled Aurum + Raudanas stone +2 handed weapon + fighter weapon
Defence: +19 Mundane +18 Magical + Fire Immunity +5 damage absorb
Traits
* +1 Int (4th anniversary)
Talents: Pass 1 Jump or Climb/Day , * +30 Arcana & Geography, +8 Wlp
Primary 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.
Primary Profession: Mage
Profession Bonus:"Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need
Magical Affinity to take this profession.
Secondary Class: Combat
Class Bonus: +1d/ once per combat
Secondary 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.
Race: Human
Racial Weakness (if applicable):None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Racial Skill:Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor:Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
Flavor:Voracious Reader : You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
Flavor:Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Crystal to Topaz you get an extra spell. Topaz to Amber you get an extra spell.
18. Flavor. Hag's Gift : The mage may freely use her abilities under water, breathe underwater, and may perfectly mimic the sounds of any animal she has ever heard before.
19. Great Fervor: Once per day, you may re-roll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first.
20. Just Desserts : Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
21. 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.
22. Combat. Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
23. (4th anniversary Flavor)Disaster: Harlequin been so exposed to Faerie magics that his beings has actually soaked in some. This has caused him to be able to control matter at a molecular level effectively controlling life and death in the natural world. He is able to exercise his will over various flora and fauna (ie: causing plants to suddenly thrive or die in his presence regardless of weather conditions, keeping injured animals alive, causing bucks to grow antlers out of season etc) This cannot be used in combat situations and requires DM permission if used in quests.
24. Flavor. Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
25. 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.
26. Selective Spell : When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. this is a constant skill.
27. Master Astrologer: An individual that is fascinated with the patterns of stars, the moon, the sun and planets becomes a devotee to the study of astrology and it's influence upon the cosmos. You may be so fascinated by astrology that you decide you wish to learn more, and focus on certain aspects of astrology, or perhaps astrology as a whole in your roleplaying. While the
surface of astrology is in the power of your birth and the time of which you are born, there is a world underlying in reading the universe and the many stars in the sky that which have already paved paths and fates awaiting the crowds. A master astrologist not only can read these paths, but can also influence change in these paths and come into the mysticism of the many celestial bodies which encompass the vast universe. As a Master Astrologer, you may choose from various archetypes and paths. See Cosmology for more information.
Flaws:
Weapons with dice effects / enchantments:
Primary Weapon:(*Legacied Ensorcelled Aurum Longspear) Chastiefol 3d5
Ensorcelled Aurum
Ensorcelled Aurum is a highly dense and solidified gold created through magic, it is just as hard and solid as steel but with innate magical abilities. Weapons normally made of steel which are made of ensorcelled aurum strike with magic powers instead of raw physical force, allowing you to use your INT (intelligence) for Strike and Damage.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Scarab of Protection [Neck, Wrist or Ring]
This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes.
[Worth: 12,000gp]
Head/Headband: Such as headband, hat, helmet, circlet, crown. Cat's Eye Crown [Head]
When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown’s wearer gains the benefit of the clairaudience /clairvoyance spell, but uses the cat’s eye gemstone as that spell’s sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
[Worth: 4,000gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
Neck: Such as amulets, medallions, torcs, necklaces. Doshga's Amulet of Armor +5 DEF (Mag and Mun)
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink. Armored Ink +13 mun and mag
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Robes of Thyshi (Curiosity)
These white robes do not confer any special ability, but they are embroidered with various constellations. Whatever month that the character that wears this robe was born in, that particular constellation associated with the astrological sign appears while the robe is worn.
Waist: Such as a belt or scarf, or girdle. Belt of Hidden Pouches [Waist]
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt.Hidden inside this belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a small bag of holdingand can hold up to 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. True seeing reveals the presence of the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt.
Legs: Such as pants, tights, stockings.Leather Trousers +1 DEF and grants Fire Immunity.
Arms/Wrist:
Hands: Such as gloves, gauntlets, wrappings or one glove. Arcanist's Gloves [Hands]
These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
[Worth: 14,000gp]
Feet: Such as sandals, boots, shoes, slippers Verdant Boots [Feet]
The wearer of these boots can, on command three times per day, cause an area three foot square around her feet to sprout a thick area of fruit-bearing or otherwise edible plants. These plants can grant cover to any Medium or smaller creature within the area. They also provide enough food to sustain three Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
[Worth: 1000gp]
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.
located on left calf.
Rings: (Up to two active)
1. Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for
several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
2. Iron Will Band:[Ring]
This thin black iron ring fits upon a finger, and boosts your willpower checks,+2. This adds to your willpower check rolls NOT your willpower trait bonus!
Free: Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Free: Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Consumables: (Up to five types, no limit on how much of each type.)
1. Full Heal Potion x3 uses
Gives a full heal on an adventure. Can be used in a hypo-pistol.
Color: Clear | Smell: Mildly Fruity | Texture: Watery | Flavor: Sweet
2. Potion of Darksight x3 uses
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
3. Endure the Elements x3 uses
You can face heat, or cold without taking damage for 3 hours.
Color: Light Blue | Smell: Mildly Fruity | Texture: Smooth | Flavor: Tangy
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding- Adds +5 magic item slots.
1. Flask of Endless Water [Slot: Magic Item]
This plain flask is always filled with clean, drinkable water.
2. Shiftweave [Crafting: CMI (Magical Clothing)]
This otherwise plain-looking set of clothing seems to have gossamer threads woven randomly into the fabric. When you activate shiftweave, it changes your garb to resemble any of five specific outfits designated during its creation. Shiftweave has no effect on any armor you wear (nor can it mimic armor) and does not change the effect of any magical clothing you wear. State what the five outfits are when you purchase this!
*Black baggy pants ending just under the knee with Black longsleeve shirt and Black and Gold hooded vest*
*Blue baggy pants ending just under the knee with Blue longsleeve shirt and Blue and Gold hooded
vest.*
*Green Plaid button up shirt under a cream sweater vest and green fitted pants*
*Cream longsleeve button up dress shirt with gold cuffs and a gold neck accent and black fitted slacks*
*Brown hooded cloak, grey longsleeve shirt with black pants stopping just under the knee*
3. Eldrich Whorlwood Wand of Force
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Eldritch Whorlwood
The ancient giants often fashioned wands, staffs, and other charged items from the branches of the eldritch whorlwood tree. When whorlwood is taken from a tree and fashioned into an object, the grain pattern in the wood is uncommonly twisted and gnarled. But as charges are expended and the magic gradually leaves a wand or staff made of eldritch whorlwood, the pattern of the grain gradually smooths itself out. When the wand or staff is out of charges, the grain pattern is perfectly straight.
4.Tears of the Mother [Magic Item]
This small vial, that you aren't even sure where you obtained it, contains a clear cool liquid. Each drop will heal 1 hp, and the vial contains 21 drops. It refills once a week. (Any amount of drops can be applied at any one time.)
5. Gloves of Lightning [Hands]
6.
7.
8.
9.
10.
Free: Faerie Guide
This pendant of a faerie alters itself with one arm extending to point in the direction of a person that the wearer is looking to locate, that he has met before. This can only be used when the person is within two miles of the target and it does not locate them if they are actively wishing to not be located, nor can it tell you if the person is underground or in the air. It gives you the general direction of their location, but that is all.
4th anniversary bag of holding:
1.
2.
3.
Mundane (non-magical pack Items)
Other Items:
Cutlass plaque. Two simple iron cutlasses on a plaque, they are blunt, and it's decorative. They are not removable.
Captain Aldevous Bishops Golden Tricorne
Quarterstaff 2d4
Shark's Tooth Necklace (Curiosity - Worth 300gp)
Goddess Statue w/ No Arms, blue gemstone Eyes (Curiosity- Worth 1000gp)
Trident of Red Brine
A trident of red brine 1d5 is made of magically hardened red coral. Against aquatic creatures, it does 2d5 damage instead of 1d5, as it draws off blood and water from the target's body, desiccating the target horribly.
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 (2d5) 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.
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.
[Worth: 6,000gp]
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.
Pet: Briar (Tressym- wings not depicted)
Other Information: (You can put age, description, status, children, etc)
--Height: 5'3
--Age:18
--Weight: 106 lbs
--Body Type: Slim
--Eyes: Brown orange
--Hair: Orange
--Birthday: 10/18(18th of Ahalya's Breath, Timespinners Era)
Personal SL: During and after his banishment from the woodlands he swore that he would search
out and punish all other demons he came across to avenge what was done to the woodlands. He has sworn on his life that he will do all he can to bring about the demons end to show he is worthy to be a guardian of the woodlands and to once again return home to his family. As such he has begun rather openly searching for any people who can help in that endeavor from the noble to the less desirables his mission now is to eradicate the demon hordes and cleanse the world of their presence so that what happened to his home would not happen to any others.
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Name: Harlequin King
Screen Name: rageofnocturne@aol.com
Alignment: Neutral
Languages: Common, Elven, Sylvan
Country of Origin: Kyngfeld
Description: As a newborn King was abandoned deep within the Faerie Woodlands by his mother for he was conceived outside of wedlock and she feared for what would be said of her for having a child outside of wedlock. He was luckily taken in by the wild Faerie's of the woodlands who took it upon themselves to raise and care for him. From bathing and feeding him to teaching him to walk and talk.
As he grew he was left to believe himself a faerie as well. Except that is without the ability to change shape and was born without wings. However he was promised by his adoptive family that when he grew a bit older they would teach him ways of overcoming his shortcomings. He was taught at a very young age that Cold Iron was a thing to be feared and that even touching it would cause much pain. Of coarse he believed this because he never once questioned not being a faerie.
When the time came for him to start protecting the woodlands and himself as his family did he was gifted a spear made special for him to help him focus his magical energy and to also perform his duties to the woodlands. After being gifted his weapon they began his teachings in the ways of magic teaching him the ways of shrinking and of flying along with teaching him how to cast spells onto his weapon to use it more effectively in fights when required.
As he got stronger and learned more he began to believe there was a reason he was born so large to his family of faerie's. It had to be because he was a King! He began going around calling himself a king of faerie's while his family began calling him more so a Harlequin over King. But it was with that he took on his name of Harlequin King.
As time passed he would protect the woodlands as his family did and as they taught him to. One day while he was going about his duties to the woodlands he grew very tired and decided to stop for a rest only to fall asleep upon the forest floor for hours on end. He would suddenly be awoken by the sudden need to cough and gasp out for air and the sight he woke to was a horrid one. The woodlands he was meant to protect and care for was in flames all around him thanks to a horde of demons who had decided to pass through and scorch the earth of any and all life.
By the time he began to act the fire had begun to spread and it was not he but his family whom ended the fires advancement through the woodlands. While it was he himself who slay the demon horde passing through. After it was all said and done he was confronted by the faerie's whom asked what had occurred and he told them the truth as he was raised to never lie. He told his family how it was his fault because he had fallen asleep during his duties and if he hadn't then the woodlands would not have gone up in flames and the demons would not have gotten as far or done as much damage as they had.
It was after then that he was magically branded upon his left calf with the brand of a grizzly bear swiping a fish into its mouth to signify his sin to the woodlands. His sin of sloth was not ever forgotten and he was turned away by his family for if he fell asleep once they new it would occur again in the future. He soon left the woodlands he had grown up in and was forced to leave to find a new place to call home or to try and find a way to make it up to his family for his failings.
Personality:
Current Rank:Ruby Captain
Current Dice: 2d13
Current Hit Points: 55 (Base 35 , MoB = 13, Willpower = 7)
Defense DC:22 (10 + Quickness)
Initiate: +13 Presence of Mind
Strike: +17 Tacticians Sense + Raudanas stone +fighter weapon
Damage: +30 Ensorcelled Aurum + Raudanas stone +2 handed weapon + fighter weapon
Defence: +19 Mundane +18 Magical + Fire Immunity +5 damage absorb
Traits
* +1 Int (4th anniversary)
Strength 0 | Quickness 12 | Endurance 0 | Willpower 7 | Intelligence 13* | Perception 0 | Charisma 0 |
Diplomacy - | Intimidation +1 | Bluff - | Disguise - | Stealth +8 | Insight +5 |
Spot +5 | Listen +5 | Athletics - | Climb - | Jump - | Swim - |
Acrobatics +8 | Tumble +8 | Balance +8 | Disable Trap +8 | Lockpicking +8 | Thievery +8 |
Locate Trap - | Escape +8 | Sleight +8 | Appraise - | Gather Info +5 | Knowledge +20 * |
Ride +8 | Nature +30 | Use Object +8 | Search +5 | Hide - |
Talents: Pass 1 Jump or Climb/Day , * +30 Arcana & Geography, +8 Wlp
Primary 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.
Primary Profession: Mage
Profession Bonus:"Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need
Magical Affinity to take this profession.
Secondary Class: Combat
Class Bonus: +1d/ once per combat
Secondary 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.
Race: Human
Racial Weakness (if applicable):None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
* Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
*Geography (where things are located, lands, terrain, climate, people)
*Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
*Botany (plants, fungi, sentient plants)
* The Planes (outer, inner, demiplanes ,and it's denizens, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
*Monster Lore
Racial Skill:Alert : You gain a +5 to Spot and Listen Checks.*Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
*Botany (plants, fungi, sentient plants)
* The Planes (outer, inner, demiplanes ,and it's denizens, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
*Monster Lore
Racial Skill:Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor:Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
Flavor:Voracious Reader : You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
Flavor:Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Crystal to Topaz you get an extra spell. Topaz to Amber you get an extra spell.
1.Focused Shot : This skill allows the user of a ranged weapon, to use their Intelligence modifier for ranged damage instead of Quickness. This is an innate skill.
2.Tactician's Sense: Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
2.Tactician's Sense: Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
3.Mage's Intuition : You are highly sensitive to magic and changes in a person's demeanor when they are using magic. No creature or humanoid can conceal their spellcasting from you. You may not know what spell is being cast, but you are completely aware of who is casting any spell. If the target has Concealed Spellcasting, then whoever is highest ranks has their skill win out. A Topaz with Mage's Intuition will not be able to detect that a Sapphire Psion cast a spell, just as an Amber Black Mage will easily see the fireball came from the Crystal Spellborn's path despite their attempts to hide it.
4.Delay Spell : A spellcaster can use this skill to cast a spell, and delay it's effects for up to 15 minutes (mun) time or until combat begins, if it is an in-combat spell. If this is used before combat, invoking the spell does not take up one's attack turn, but only one delayed spell may be used per combat.
5.Enchantment Resistance : You gain +2 to your save against any enchantment or mind-affecting effects or spells.
6(Teamwork).
7(Flaws).Loremaster : Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks.
8 Flavor. Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
9.Dance Magic: You've learned to cast magic without the need for a verbal component, instead replacing that with some form of physical gesture that must be repeated correctly each time. This also allows you to cast spells while silenced, but you can't cast any spells while bound or physically restrained.
10.Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
11.Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Chastiefol/ Attack/ Animating his spear he is able to control it via simple hand gestures to attack in his stead while he is able to stand back further from harm./ Save: No/ Ruby: +4 sides or +1d extra / Obsidian: +5 or Double Roll//
Chastiefol/ Attack/ Animating his spear he is able to control it via simple hand gestures to attack in his stead while he is able to stand back further from harm./ Save: No/ Ruby: +4 sides or +1d extra / Obsidian: +5 or Double Roll//
12 Mage. Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
13. Magical Affinity: can cast spells in OH.
14. Flavor. Detect Magic: You have the ability to sense magical enchantments or spells on people or items within a range of 25 feet once per day. You can't identify the spell or enchantment unless you have Knowledge (Arcane) and pass the DM's DC. This skill doesn't work on illusions or spells designed to conceal, and won't reveal what's concealed or that anything is being
hidden or masked.
15. Arcane Pedagogue : A mage with this skill is able to write twice as many spells each rank than before. This is retroactive.
16. Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
17. Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies with a two-handed weapon in combat. You may now double your trait bonus to your damage with every attack you make. You may only wield a single two-handed weapon to use this skill. When you take this skill it replaces Two-Handed Weapon on your dossier. This is a constant skill.
13. Magical Affinity: can cast spells in OH.
14. Flavor. Detect Magic: You have the ability to sense magical enchantments or spells on people or items within a range of 25 feet once per day. You can't identify the spell or enchantment unless you have Knowledge (Arcane) and pass the DM's DC. This skill doesn't work on illusions or spells designed to conceal, and won't reveal what's concealed or that anything is being
hidden or masked.
15. Arcane Pedagogue : A mage with this skill is able to write twice as many spells each rank than before. This is retroactive.
16. Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
17. Two-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies with a two-handed weapon in combat. You may now double your trait bonus to your damage with every attack you make. You may only wield a single two-handed weapon to use this skill. When you take this skill it replaces Two-Handed Weapon on your dossier. This is a constant skill.
18. Flavor. Hag's Gift : The mage may freely use her abilities under water, breathe underwater, and may perfectly mimic the sounds of any animal she has ever heard before.
19. Great Fervor: Once per day, you may re-roll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first.
20. Just Desserts : Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
21. 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.
22. Combat. Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
23. (4th anniversary Flavor)Disaster: Harlequin been so exposed to Faerie magics that his beings has actually soaked in some. This has caused him to be able to control matter at a molecular level effectively controlling life and death in the natural world. He is able to exercise his will over various flora and fauna (ie: causing plants to suddenly thrive or die in his presence regardless of weather conditions, keeping injured animals alive, causing bucks to grow antlers out of season etc) This cannot be used in combat situations and requires DM permission if used in quests.
24. Flavor. Clairvoyant : You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
25. 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.
26. Selective Spell : When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. this is a constant skill.
27. Master Astrologer: An individual that is fascinated with the patterns of stars, the moon, the sun and planets becomes a devotee to the study of astrology and it's influence upon the cosmos. You may be so fascinated by astrology that you decide you wish to learn more, and focus on certain aspects of astrology, or perhaps astrology as a whole in your roleplaying. While the
surface of astrology is in the power of your birth and the time of which you are born, there is a world underlying in reading the universe and the many stars in the sky that which have already paved paths and fates awaiting the crowds. A master astrologist not only can read these paths, but can also influence change in these paths and come into the mysticism of the many celestial bodies which encompass the vast universe. As a Master Astrologer, you may choose from various archetypes and paths. See Cosmology for more information.
Path: Path of the Moon
Archetype: Diviner of Lunne: You've long been an admirer of the moon, namely Lunne, and the night has always attracted you. You are a night owl by lifestyle and have either been self-proclaimed into the following of Lunne or was blessed/baptized in the name of Lunne. Mostly good-aligned moon path astrologers become this archetype.
Ability: Moonblade: (moon) Followers of the moon have the ability to channel the moon's light and bring it to take shape in the form of a semisolid blade. This weapon appears as a longsword, is wielded in one hand, and may be enchanted as a normal longsword. It may only be used at night, when the moon is visible. The wielder may decide what trait to use with this blade,
whether INT for magic, or STR or QCK (Dex Fighter) for it being a weapon. If you dual wield, the trait for both weapons is decided by the main weapon. In other words, you cannot use STR for dmg for one, and INT for damage for the other. The blade deals 1d6 points of damage upon creation, but the damage increases with your rank. This is an innate skill.
Ruby: 1d10
Obsidian: 1d11
Diamond: 1d12
R. Ability: Sonata of Screams (moon): A spell that forces the moon to grow full with an aura of light, and every howl or call of a night creature affected by the full moon comes to the ears of your opponent, causing them mental disorientation. Your opponent cannot cast or use magical/psionic abilities for two full rounds. If your opponent is a registered Master Astrologist, they receive a saving throw, DC15, to prevent Sonata of Screams from being used on them.
28. Flavor. Know What I'm Talking About: Sometimes a person would rather talk to someone who understands over someone who is just good at talking. This skill allows you to add +5 to any diplomatic check involving subjects that you have trained knowledge in, such as those learned through Knowledge or a crafting skill. Please work with the DM for this skill.
29. Fighter. Just Desserts : Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
30. Greater True Seeing : This allows one with True Seeing to be able to see the true form of shapeshifted, polymorphed, changed, or transmuted things.
31. Lightbringer: Whenever you cast a spell, you may choose to infuse the spell with positive energy, which always does double damage to evil undead creatures, regardless of what they are weak against.
32. Enraged Casting : Once per combat, you can channel your magical energies to cast a more powerful spell. You may add a +2 to the DC of your saving throw. For instance, if you are an Amber rank and have a natural 15, you'd claim this skill and it would become a 17 that your opponent would have to roll to save.
Ruby: 1d10
Obsidian: 1d11
Diamond: 1d12
R. Ability: Sonata of Screams (moon): A spell that forces the moon to grow full with an aura of light, and every howl or call of a night creature affected by the full moon comes to the ears of your opponent, causing them mental disorientation. Your opponent cannot cast or use magical/psionic abilities for two full rounds. If your opponent is a registered Master Astrologist, they receive a saving throw, DC15, to prevent Sonata of Screams from being used on them.
28. Flavor. Know What I'm Talking About: Sometimes a person would rather talk to someone who understands over someone who is just good at talking. This skill allows you to add +5 to any diplomatic check involving subjects that you have trained knowledge in, such as those learned through Knowledge or a crafting skill. Please work with the DM for this skill.
29. Fighter. Just Desserts : Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
30. Greater True Seeing : This allows one with True Seeing to be able to see the true form of shapeshifted, polymorphed, changed, or transmuted things.
31. Lightbringer: Whenever you cast a spell, you may choose to infuse the spell with positive energy, which always does double damage to evil undead creatures, regardless of what they are weak against.
32. Enraged Casting : Once per combat, you can channel your magical energies to cast a more powerful spell. You may add a +2 to the DC of your saving throw. For instance, if you are an Amber rank and have a natural 15, you'd claim this skill and it would become a 17 that your opponent would have to roll to save.
Flaws:
Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
He was raised by his adoptive family to never lie and to always tell the truth. He always did so even when the answer to one question cost him his place with his family and brought about his
banishment.
Phobia
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
Being raised by Faerie's he was taught that cold iron was a thing to fear and to keep away from at all costs. That the mere touch of it would bring on extreme pain. Due to this he has always kept a distance and had a phobia of cold iron anything.
Narrow
You are less adaptable that most humans.
Penalty: You do not get the Versatility skill for a human. You may trade it out for another racial skill.
Note: Only human.
You are less adaptable that most humans.
Penalty: You do not get the Versatility skill for a human. You may trade it out for another racial skill.
Note: Only human.
Due to being raised by the Faerie he never actually knew he was a human nor does he know now. As far as he knows he is simply a special Faerie who couldn't change his size and didn't have wings. Due to this there are certain things about being a human he just never learned.
Weapons with dice effects / enchantments:
Primary Weapon:(*Legacied Ensorcelled Aurum Longspear) Chastiefol 3d5
Ensorcelled Aurum
Ensorcelled Aurum is a highly dense and solidified gold created through magic, it is just as hard and solid as steel but with innate magical abilities. Weapons normally made of steel which are made of ensorcelled aurum strike with magic powers instead of raw physical force, allowing you to use your INT (intelligence) for Strike and Damage.
Super Baneful ☼ ☼
A baneful weapon is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing.
A baneful weapon is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing.
*+ 1d5 dmg to Demons* *+1d5 to Undead*
Jester ☼
A jester weapon is blessed by the gods of humor. Any time a person rolls a Strike of 1, he is healed of 1d6 points of damage as the gods of laughter and joy bless him for lightening up their day. You cannot attack if you use this ability, it is a miss.
Amalgamation ☼ ☼
You have decided you cannot be away from your weapon and have had it enchanted to become a part of your body. It breaks down and flows within your blood. This allows you to hide your weapon within your own body or remove it from your body on command. When it is part of you, it is perfectly disguised short of someone being able to detect metals or another magical weapon detection spell or ability.
Blessed by Lunne- Weapon is Holy
Patron Spells : Certain types of mages, often known as witches, make powerful pacts with mysterious powers and forces who become their patron. This skill allows you to write one extra spell per dice rank that is a direct result of the power and knowledge gleaned from your Patron, and this spell also has a +2 DC. Please mark your patron spells clearly on your dossier. This is a constant skill.
w/1 Raudanas stone- This very rare precious gemstone is one of the hardest gems found in the OH, similar to a diamond. This stone comes as a rainbow of fiery colors that glows faintly in absolute darkness, and is sometimes referred to as "mystic fire". Raudanas will cut glass easily and will deeply score metal. Adds +1 strike/ damage if set in a weapon and removed will explode causing 10d4 damage to everything in a 12 foot radius( defendable as it is shattered stone) Neither the stone or weapon can be repaired.
Worth: 15,000gps
Secondary Weapon: Staff of Thyshi: This starshod staff (2d6) is studded with bits of starmetal and carved with symbols of the stars, sun and moon.Jester ☼
A jester weapon is blessed by the gods of humor. Any time a person rolls a Strike of 1, he is healed of 1d6 points of damage as the gods of laughter and joy bless him for lightening up their day. You cannot attack if you use this ability, it is a miss.
Amalgamation ☼ ☼
You have decided you cannot be away from your weapon and have had it enchanted to become a part of your body. It breaks down and flows within your blood. This allows you to hide your weapon within your own body or remove it from your body on command. When it is part of you, it is perfectly disguised short of someone being able to detect metals or another magical weapon detection spell or ability.
Blessed by Lunne- Weapon is Holy
Patron Spells : Certain types of mages, often known as witches, make powerful pacts with mysterious powers and forces who become their patron. This skill allows you to write one extra spell per dice rank that is a direct result of the power and knowledge gleaned from your Patron, and this spell also has a +2 DC. Please mark your patron spells clearly on your dossier. This is a constant skill.
w/1 Raudanas stone- This very rare precious gemstone is one of the hardest gems found in the OH, similar to a diamond. This stone comes as a rainbow of fiery colors that glows faintly in absolute darkness, and is sometimes referred to as "mystic fire". Raudanas will cut glass easily and will deeply score metal. Adds +1 strike/ damage if set in a weapon and removed will explode causing 10d4 damage to everything in a 12 foot radius( defendable as it is shattered stone) Neither the stone or weapon can be repaired.
Worth: 15,000gps
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Scarab of Protection [Neck, Wrist or Ring]
This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes.
[Worth: 12,000gp]
Head/Headband: Such as headband, hat, helmet, circlet, crown. Cat's Eye Crown [Head]
When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown’s wearer gains the benefit of the clairaudience /clairvoyance spell, but uses the cat’s eye gemstone as that spell’s sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone’s true purpose or even its existence. Destroying the gem (hp 5) severs the link, but a new cat’s eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.
[Worth: 4,000gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
Neck: Such as amulets, medallions, torcs, necklaces. Doshga's Amulet of Armor +5 DEF (Mag and Mun)
Doshga's amulet of armor is crafted of gold, and inset with tiny pearls along with the figure of Xok Utal, the shark god she worshipped.
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink. Armored Ink +13 mun and mag
Healing ☼
A healing enhancement helps stop the flow of blood from the wearer's wounds, the body's metabolism automatically taking control and acting in near supernatural fashion to keep the person alive. It gives 10 hit points of healing throughout
one combat, and can be broken down, such as giving 5 healing one round, and 2 another, and 3 another. This healing can be done as a free action upon your turn.
Invisible Ink ☼
This enchant renders all of your tattoos invisible upon command. This is quite helpful for disguises, and even just to pass in certain circles!
A healing enhancement helps stop the flow of blood from the wearer's wounds, the body's metabolism automatically taking control and acting in near supernatural fashion to keep the person alive. It gives 10 hit points of healing throughout
one combat, and can be broken down, such as giving 5 healing one round, and 2 another, and 3 another. This healing can be done as a free action upon your turn.
Invisible Ink ☼
This enchant renders all of your tattoos invisible upon command. This is quite helpful for disguises, and even just to pass in certain circles!
Punishing ☼ ☼ ☼
You may add Punishing to your armored ink so that when you are attacked, you may "punish" your attacker by lashing out at them them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Robes of Thyshi (Curiosity)
These white robes do not confer any special ability, but they are embroidered with various constellations. Whatever month that the character that wears this robe was born in, that particular constellation associated with the astrological sign appears while the robe is worn.
Waist: Such as a belt or scarf, or girdle. Belt of Hidden Pouches [Waist]
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt.Hidden inside this belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a small bag of holdingand can hold up to 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. True seeing reveals the presence of the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt.
Legs: Such as pants, tights, stockings.Leather Trousers +1 DEF and grants Fire Immunity.
Arms/Wrist:
Hands: Such as gloves, gauntlets, wrappings or one glove. Arcanist's Gloves [Hands]
These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
[Worth: 14,000gp]
Feet: Such as sandals, boots, shoes, slippers Verdant Boots [Feet]
The wearer of these boots can, on command three times per day, cause an area three foot square around her feet to sprout a thick area of fruit-bearing or otherwise edible plants. These plants can grant cover to any Medium or smaller creature within the area. They also provide enough food to sustain three Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
[Worth: 1000gp]
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.
located on left calf.
Rings: (Up to two active)
1. Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for
several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
2. Iron Will Band:[Ring]
This thin black iron ring fits upon a finger, and boosts your willpower checks,+2. This adds to your willpower check rolls NOT your willpower trait bonus!
Free: Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Free: Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Consumables: (Up to five types, no limit on how much of each type.)
1. Full Heal Potion x3 uses
Gives a full heal on an adventure. Can be used in a hypo-pistol.
Color: Clear | Smell: Mildly Fruity | Texture: Watery | Flavor: Sweet
2. Potion of Darksight x3 uses
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
3. Endure the Elements x3 uses
You can face heat, or cold without taking damage for 3 hours.
Color: Light Blue | Smell: Mildly Fruity | Texture: Smooth | Flavor: Tangy
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding- Adds +5 magic item slots.
1. Flask of Endless Water [Slot: Magic Item]
This plain flask is always filled with clean, drinkable water.
2. Shiftweave [Crafting: CMI (Magical Clothing)]
This otherwise plain-looking set of clothing seems to have gossamer threads woven randomly into the fabric. When you activate shiftweave, it changes your garb to resemble any of five specific outfits designated during its creation. Shiftweave has no effect on any armor you wear (nor can it mimic armor) and does not change the effect of any magical clothing you wear. State what the five outfits are when you purchase this!
*Black baggy pants ending just under the knee with Black longsleeve shirt and Black and Gold hooded vest*
*Blue baggy pants ending just under the knee with Blue longsleeve shirt and Blue and Gold hooded
vest.*
*Green Plaid button up shirt under a cream sweater vest and green fitted pants*
*Cream longsleeve button up dress shirt with gold cuffs and a gold neck accent and black fitted slacks*
*Brown hooded cloak, grey longsleeve shirt with black pants stopping just under the knee*
3. Eldrich Whorlwood Wand of Force
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage.
10 Charges
[Slot: Magic Item]
Eldritch Whorlwood
The ancient giants often fashioned wands, staffs, and other charged items from the branches of the eldritch whorlwood tree. When whorlwood is taken from a tree and fashioned into an object, the grain pattern in the wood is uncommonly twisted and gnarled. But as charges are expended and the magic gradually leaves a wand or staff made of eldritch whorlwood, the pattern of the grain gradually smooths itself out. When the wand or staff is out of charges, the grain pattern is perfectly straight.
4.Tears of the Mother [Magic Item]
This small vial, that you aren't even sure where you obtained it, contains a clear cool liquid. Each drop will heal 1 hp, and the vial contains 21 drops. It refills once a week. (Any amount of drops can be applied at any one time.)
5. Gloves of Lightning [Hands]
Strips of hardened blue leather run to the knuckles of this fingerless glove in a jagged lightning-bolt pattern. Three times per day, you can make a ranged attack (range 30 feet) that deals 1d6 points of electricity damage. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call).
[Worth: 3000gp]
[Worth: 3000gp]
6.
7.
8.
9.
10.
Free: Faerie Guide
This pendant of a faerie alters itself with one arm extending to point in the direction of a person that the wearer is looking to locate, that he has met before. This can only be used when the person is within two miles of the target and it does not locate them if they are actively wishing to not be located, nor can it tell you if the person is underground or in the air. It gives you the general direction of their location, but that is all.
4th anniversary bag of holding:
1.
2.
3.
Mundane (non-magical pack Items)
Other Items:
Cutlass plaque. Two simple iron cutlasses on a plaque, they are blunt, and it's decorative. They are not removable.
- 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.
- A black velvet cloak, made to fit you perfectly.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
Captain Aldevous Bishops Golden Tricorne
Quarterstaff 2d4
Shark's Tooth Necklace (Curiosity - Worth 300gp)
Goddess Statue w/ No Arms, blue gemstone Eyes (Curiosity- Worth 1000gp)
Trident of Red Brine
A trident of red brine 1d5 is made of magically hardened red coral. Against aquatic creatures, it does 2d5 damage instead of 1d5, as it draws off blood and water from the target's body, desiccating the target horribly.
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 (2d5) 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.
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.
[Worth: 6,000gp]
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.
Pet: Briar (Tressym- wings not depicted)
Other Information: (You can put age, description, status, children, etc)
--Height: 5'3
--Age:18
--Weight: 106 lbs
--Body Type: Slim
--Eyes: Brown orange
--Hair: Orange
--Birthday: 10/18(18th 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 Full Moon
BONUS: You gain a +1 to Intimidation checks.
--Birthstone: Topaz
--Tree: Ivy
--Tree: Ivy
Personal SL: During and after his banishment from the woodlands he swore that he would search
out and punish all other demons he came across to avenge what was done to the woodlands. He has sworn on his life that he will do all he can to bring about the demons end to show he is worthy to be a guardian of the woodlands and to once again return home to his family. As such he has begun rather openly searching for any people who can help in that endeavor from the noble to the less desirables his mission now is to eradicate the demon hordes and cleanse the world of their presence so that what happened to his home would not happen to any others.