Post by rageofnocturne@aol.com on Aug 14, 2016 13:18:42 GMT -5
Cayden Scrios/ Sapphire Shield/ 2d9/ HP-52/ DC-21/ Combat/Fighter/Combat/ Flaws: Misfortunate, Ill-fortune, Strange Luck/ Weakness: Holy/ Self Heal-14/Immune: Fire, Cold and Shadows
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Name: Cayden Scrios (means: spirit of battle and destruction)
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Draconic, Common Gutterspeak, Elven
Country of Origin:Shalott
Current Rank: Sapphire Shield
Current Dice: 2d9
Current Hit Points:52(Base = 25 , Endurance = 0, Willpower = 0, Diehard = 5 Brutish Dura.= 12 Cuff=10)
Defense DC:21 (10 + Quickness)
Defense: 40 mundane 40 magical 5 DR/adamantine
Total Damage: 21 fighter weapon + sword and board
Total Strike: 13 fighter weapon
Traits
Talents & Tactics
Talents: Disable 1 trap /day, +1 Wlp, +1 turn/combat, Survive without air
Primary Class:Combat
Class Bonus:Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Fighter
Profession Bonus:"Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class: Combat
Class Bonus:Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession:
Profession Bonus:
Race: Chaos Dragon
Racial Weakness (if applicable):Holy
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Dragon Breath : A dragon is able to use their dragon breath throughout combat. This gives them 2d3
damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass Strike.
Racial Skill:Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
Racial Skill: Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Flavor: Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flavor:Underwater Breather : You are able to breathe underwater.
Flavor:Low-Light Vision : See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
1. One-Handed Focus: You have become a master of using only a one-handed weapon and you may now add in half your damage trait bonus to every attack you make. You may use a shield for defense in your off-hand, but it cannot be used as a weapon with this skill. This is a constant skill.
2.Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
3.Tail Sweep : The Tail Sweep skill allows a creature with a powerful tail to sweep an opponent’s legs with his tail and knock him down, causing him to need to take one round of combat to right himself again. If your Strike is successful, they are knocked down for one round only as well as doing damage from the attack.
4. 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.
5.Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill.
6. Darksight : The ability to see in total darkness up to 60 feet.
7. Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
8. (teamwork)
9.F.Topaz) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill.
10.Topaz) 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.
11.Topaz) Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
12.Topaz) Equipment Tricks: You must choose a piece of equipment (sunrod, cloak, shield, blade scabbard, rope), and you become proficient in a trick with that equipment. When you take this skill, choose 1) your piece of equipment, and then 2) pick which trick you wish with that equipment. Make sure you meet the prerequisites for the trick you choose. At Topaz, you may choose a FLAVOR trick, at Amber you may choose a second trick (either with the same piece of equipment or a new one). At Sapphire another FLAVOR trick, at Emerald a third trick, at Ruby another FLAVOR trick, and at Obsidian a fourth. So by Obsidian you should have FOUR tricks, and THREE Flavor tricks.
13.Fighter) Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +2 to your damage. A heavy steel shield that gives +5, allows you to add +10 damage. This is a constant skill.
14. F.Amber) Entrepreneur : You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold and earn more CP if you are a crafter!
15. Amber) Alert : You gain a +5 to Spot and Listen Checks.
16. Amber) Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
17. Amber) Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
18. Combat) Dragonsight: Those with the blood of dragons see more than lesser men. With this skill, you gain a +5 to Insight checks concerning another person, as well as once per day, the ability to see a few things (Dice rank or class/professions or trait point allotment, based on your rank vs the target's) with just a glance. Work with the DM.
19. F.Sapphire) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
20. Sapphire) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
21. Sapphire) Rapid Breath: A dragon is so attuned to their inner essence, so close to their element, that they are able to more rapidly expel their breath weapon allowing them to use their breath weapon alongside any other actions during combat. For example, an attack with a weapon + breath weapon, or a magical attack + breath weapon.
22. Sapphire) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
Flaws:
Weapons with dice effects / enchantments:
Primary Weapon: Snow Star Shard Dagger 1d7 + 1d3
This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
Mutating ☼
Secondary Weapon: Sword of Moonsage [Weapon]
This 1d6 Longsword's hilt is wrapped with silvery leather, and a crescent moon shape is engraved onto the silvery-white blade. If used by someone that also carries the Shield of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2000gp]
Ranged Weapon:
Hidden Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Shield of Moonsage [Shield]
This +2 Light Steel Shield glistens with a silvery sparkle. If used by someone wielding the Sword of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2,000gp]
Head/Headband: Such as headband, hat, helmet, circlet, crown. Ear Cuff of Comprehension: 6 def both
Grant it's wearer the ability to speak, understand and read languages much like the Comprehend Languages spell.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Fizzwinken's Analytical Probe Optical Unit
Appearing as a delicate set of wire-rimmed spectacles, this items crystal-clear lenses grants a +5 to Search and Spot checks when worn.
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Armor: 7 def both
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Armor: Such as armor, or robe, or armored ink. Mithral Half-Plate Armor +33 -5 init 12 max qck
Mithral: Mithral is a rare, silvery metal that is lighter than steel but just as hard. You may have any metal armor crafted of mithral, causing it to take one category lighter as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of mithral which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded: This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Tattooed☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
[Worth: 1,500gp]
[Worth: 4,000gp]
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
Cloak/Shoulders: Cloak of Adaptation: 7 def both Grants the ability to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold.
Waist: Such as a belt or scarf, or girdle. Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs: Such as pants, tights, stockings.
Arms/Wrist: Wrist Cuff of Health: 7 def both 10 hp
Hands: Such as gloves, gauntlets, wrappings or one glove. Stirge's Gauntlet [Hand]
This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage.
[Worth: 4,000gp]
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarification piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1.Ring of Triple Energy Protection [ring]
This ring is set with gemstones associated with the energy types that it grants immunity from, you may choose three of the following: sonic, fire, cold, electricity, shadow, acid or prismatic. These must be chosen when you acquire the item and cannot be changed. You are completely immune to damage from these energy types. You may NOT take an energy that is your weakness!
Worth: 15,500gp
2.Ring of Ironskin [Ring]
This adamantine ring gives you damage resistance of 5/adamantine. This means unless you are attacked by adamantine you always take 5 less damage from the attack.
[Worth: 14,500gp]
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Free Items
1. 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. If necessary, it can be attuned to mind speech to communicate with one another as well. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
2. 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.
3. Everfill Chest
Appearing as a simple treasure chest one likely couldn't help, but want to open this to see what it held. This chest can hold a bottle or two of your favorite drink. Not only does this chest keep these in constant chill for you, but when you put the bottles back in they instantly refill, becoming full again over time. You can also remove the top layer, and have storage beneath for your small object needs.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding- +5 magical slots
1.Shapeshifters Medallion- causes all non armor items to remain in use when shifted.
2. Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
3.
4.
5.
6.
7.
8.
9.
10.
4th anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items
--Popcorn, 1 small bag
Other Information: (You can put age, description, status, children, etc)
--Eyes: Green
--Hair: Medium Ash
--Height: 6'2 (human form)
--Age: 403
--Deities: Nelli Nur, Baast, Kudzull
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Name: Cayden Scrios (means: spirit of battle and destruction)
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Draconic, Common Gutterspeak, Elven
Country of Origin:Shalott
Current Rank: Sapphire Shield
Current Dice: 2d9
Current Hit Points:52(Base = 25 , Endurance = 0, Willpower = 0, Diehard = 5 Brutish Dura.= 12 Cuff=10)
Defense DC:21 (10 + Quickness)
Defense: 40 mundane 40 magical 5 DR/adamantine
Total Damage: 21 fighter weapon + sword and board
Total Strike: 13 fighter weapon
Traits
Strength 10 | Quickness 11 | Endurance 0 | Willpower 0 | Intelligence 0 | Perception 0 | Charisma 0 |
Talents & Tactics
Diplomacy - | Intimidation +8 | Bluff - | Disguise - | Stealth +8 | Insight +10 |
Spot +13 | Listen +8 | Athletics +13 | Climb +13 | Jump +13 | Swim +13 |
Acrobatics +13 | Tumble +13 | Balance +13 | Disable Trap +8 | Lockpicking +8 | Thievery +8 |
Locate Trap - | Escape +8 | Sleight +8 | Appraise - | Gather Info - | Knowledge - |
Ride +8 | Nature - | Use Object +8 | Search +5 | Hide - |
Talents: Disable 1 trap /day, +1 Wlp, +1 turn/combat, Survive without air
Primary Class:Combat
Class Bonus:Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Fighter
Profession Bonus:"Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class: Combat
Class Bonus:Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession:
Profession Bonus:
Race: Chaos Dragon
Racial Weakness (if applicable):Holy
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Dragon Breath : A dragon is able to use their dragon breath throughout combat. This gives them 2d3
damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass Strike.
Breath Weapon: A chaos dragon has one type of breath weapon, a line of energy. To determine *what* energy the dragon emits, a roll of 1d100 must be made, before the dragon breathes.
01 - 20 = acid
21 - 40 = cold
41 - 60 = electricity
61 - 80 = fire
81 - 100 = sonic
21 - 40 = cold
41 - 60 = electricity
61 - 80 = fire
81 - 100 = sonic
Racial Skill:Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
Racial Skill: Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Flavor: Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flavor:Underwater Breather : You are able to breathe underwater.
Flavor:Low-Light Vision : See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
1. One-Handed Focus: You have become a master of using only a one-handed weapon and you may now add in half your damage trait bonus to every attack you make. You may use a shield for defense in your off-hand, but it cannot be used as a weapon with this skill. This is a constant skill.
2.Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
3.Tail Sweep : The Tail Sweep skill allows a creature with a powerful tail to sweep an opponent’s legs with his tail and knock him down, causing him to need to take one round of combat to right himself again. If your Strike is successful, they are knocked down for one round only as well as doing damage from the attack.
4. 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.
5.Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill.
6. Darksight : The ability to see in total darkness up to 60 feet.
7. Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
8. (teamwork)
9.F.Topaz) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill.
10.Topaz) 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.
11.Topaz) Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
12.Topaz) Equipment Tricks: You must choose a piece of equipment (sunrod, cloak, shield, blade scabbard, rope), and you become proficient in a trick with that equipment. When you take this skill, choose 1) your piece of equipment, and then 2) pick which trick you wish with that equipment. Make sure you meet the prerequisites for the trick you choose. At Topaz, you may choose a FLAVOR trick, at Amber you may choose a second trick (either with the same piece of equipment or a new one). At Sapphire another FLAVOR trick, at Emerald a third trick, at Ruby another FLAVOR trick, and at Obsidian a fourth. So by Obsidian you should have FOUR tricks, and THREE Flavor tricks.
Shield Tricks
Little Wall: You may contort your body behind your shield in such a way that you gain complete cover for one round. You add your shield bonus to your Defense DC that round, but you cannot make any other actions that round except hide behind the shield. You may do this as often as you like in combat, but you cannot make any other actions.. You are essentially hiding
behind your shield and doing nothing else.
Keen Eye: You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly, such as those with gaze attacks. This allows you to attack such creatures without any penalty or fear of being countered with any gaze attacks. This can be used at will.
FLAVOR
behind your shield and doing nothing else.
Keen Eye: You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly, such as those with gaze attacks. This allows you to attack such creatures without any penalty or fear of being countered with any gaze attacks. This can be used at will.
FLAVOR
Cloak Tricks
Cloak Defense: You are able to use your cloak to make it more difficult for your foes to hit you. If you have a free hand, you can hold it before your chest like a curtain, making it difficult for enemies to read what you are planning to do next. Your cloak grants you a +1 bonus to your DDC for one round. If you are in total defense mode that round (making no attacks of any sort), your cloak's shield bonus improves to +2.
Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights.
FLAVOR
13.Fighter) Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +2 to your damage. A heavy steel shield that gives +5, allows you to add +10 damage. This is a constant skill.
14. F.Amber) Entrepreneur : You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold and earn more CP if you are a crafter!
15. Amber) Alert : You gain a +5 to Spot and Listen Checks.
16. Amber) Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
17. Amber) Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
18. Combat) Dragonsight: Those with the blood of dragons see more than lesser men. With this skill, you gain a +5 to Insight checks concerning another person, as well as once per day, the ability to see a few things (Dice rank or class/professions or trait point allotment, based on your rank vs the target's) with just a glance. Work with the DM.
19. F.Sapphire) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
20. Sapphire) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
21. Sapphire) Rapid Breath: A dragon is so attuned to their inner essence, so close to their element, that they are able to more rapidly expel their breath weapon allowing them to use their breath weapon alongside any other actions during combat. For example, an attack with a weapon + breath weapon, or a magical attack + breath weapon.
22. Sapphire) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
Flaws:
Misfortunate
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
Ill-Fortune
Fate conspires to stifle your success.
Penalty: The first time you roll a critical hit in any adventure, mission, quest, etc - you must immediately reroll your strike.
Fate conspires to stifle your success.
Penalty: The first time you roll a critical hit in any adventure, mission, quest, etc - you must immediately reroll your strike.
Strange Luck
Fate has a strange way with you.
Penalty: When you roll a critical fail '1' on strike, the closest creature (ally or enemy) to you falls prone (DM may randomly chose if multiples). When you roll a natural critical hit of '20' on a strike, the closest creature (ally or enemy) to you heals 10hp (DM may randomly chose if multiple).
Fate has a strange way with you.
Penalty: When you roll a critical fail '1' on strike, the closest creature (ally or enemy) to you falls prone (DM may randomly chose if multiples). When you roll a natural critical hit of '20' on a strike, the closest creature (ally or enemy) to you heals 10hp (DM may randomly chose if multiple).
Primary Weapon: Snow Star Shard Dagger 1d7 + 1d3
This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
Frost ☼
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Frost weapons do extra damage to creatures with a weakness to cold.
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Frost weapons do extra damage to creatures with a weakness to cold.
Fire ☼
Upon command, a fire weapon is sheathed in flames. The flames do not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Fire weapons do extra damage to creatures with a weakness to fire.
Upon command, a fire weapon is sheathed in flames. The flames do not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. Fire weapons do extra damage to creatures with a weakness to fire.
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.
☼
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.
Mutating ☼
A mutating weapon is enchanted in such a way that enables it to take the form of any melee weapon that the wielder is proficient with wielding. It will only take the form of a weapon in it's own class (i.e. a one-handed weapon will only become other one-handed weapons).
Paragon Weapon: +2 Boost
Secondary Weapon: Sword of Moonsage [Weapon]
This 1d6 Longsword's hilt is wrapped with silvery leather, and a crescent moon shape is engraved onto the silvery-white blade. If used by someone that also carries the Shield of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2000gp]
Ranged Weapon:
Hidden Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Shield of Moonsage [Shield]
This +2 Light Steel Shield glistens with a silvery sparkle. If used by someone wielding the Sword of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2,000gp]
Head/Headband: Such as headband, hat, helmet, circlet, crown. Ear Cuff of Comprehension: 6 def both
Grant it's wearer the ability to speak, understand and read languages much like the Comprehend Languages spell.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.Fizzwinken's Analytical Probe Optical Unit
Appearing as a delicate set of wire-rimmed spectacles, this items crystal-clear lenses grants a +5 to Search and Spot checks when worn.
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Armor: 7 def both
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Armor: Such as armor, or robe, or armored ink. Mithral Half-Plate Armor +33 -5 init 12 max qck
Mithral: Mithral is a rare, silvery metal that is lighter than steel but just as hard. You may have any metal armor crafted of mithral, causing it to take one category lighter as far as initiative penalties and max quickness is concerned, so if you use it for heavy armor, your armor is considered "medium". Medium armor is considered "light". Your defense cap does not change, so medium armor still caps at 30, heavy armor still caps at 40. So if you make a breastplate out of mithral which is naturally medium, you have defense cap of 30, but no init penalty and normal quickness cap of 16.
Magically Warded: This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Tattooed☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
Shifter☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Ioun Armor☼
Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
--Ioun Stone (iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.[Worth: 1,500gp]
Ioun Armor☼
Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
--Ioun Stone (Pearlized Brown Ellipsoid) [Magic Item]
This gives you one extra turn using enhanced speed, once per adventure. Ioun stones orbit around your head while in use. [Worth: 4,000gp]
Ioun Armor☼
Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
--Ioun Stone (dark blue rhomboid) [Magic Item]Small divets created in armor can allow for those mystical ioun stones to sit snugly, affecting you without the need for them circling around your head. Only one ioun stone per enchant point spent, but this enchantment can be taken multiple times.
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
[Worth: 4,000gp]
Cloak/Shoulders: Cloak of Adaptation: 7 def both Grants the ability to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold.
Waist: Such as a belt or scarf, or girdle. Dragonbreath Sash [Waist]
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragonbreath sash, your breath weapon damage is increased by one die, so if your breath weapon does 2d3 damage with this item it does 2d4.
[Worth: 4,000gp]
Legs: Such as pants, tights, stockings.
Arms/Wrist: Wrist Cuff of Health: 7 def both 10 hp
Hands: Such as gloves, gauntlets, wrappings or one glove. Stirge's Gauntlet [Hand]
This wicked, black metal armored glove has long slender spikes mounted at the end of each finger and acts as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage.
[Worth: 4,000gp]
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarification piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1.Ring of Triple Energy Protection [ring]
This ring is set with gemstones associated with the energy types that it grants immunity from, you may choose three of the following: sonic, fire, cold, electricity, shadow, acid or prismatic. These must be chosen when you acquire the item and cannot be changed. You are completely immune to damage from these energy types. You may NOT take an energy that is your weakness!
Worth: 15,500gp
2.Ring of Ironskin [Ring]
This adamantine ring gives you damage resistance of 5/adamantine. This means unless you are attacked by adamantine you always take 5 less damage from the attack.
[Worth: 14,500gp]
Consumables: (Up to five types, no limit on how much of each type.)
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Free Items
1. 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. If necessary, it can be attuned to mind speech to communicate with one another as well. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
2. 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.
3. Everfill Chest
Appearing as a simple treasure chest one likely couldn't help, but want to open this to see what it held. This chest can hold a bottle or two of your favorite drink. Not only does this chest keep these in constant chill for you, but when you put the bottles back in they instantly refill, becoming full again over time. You can also remove the top layer, and have storage beneath for your small object needs.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding- +5 magical slots
1.Shapeshifters Medallion- causes all non armor items to remain in use when shifted.
2. Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
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4th anniversary bag of holding
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Mundane (non-magical pack Items
-- Mess Kit: bowl, plate, fork, spoon, and cup
-- Tents: Can be one-person or four-person.
-- Soap
-- Flint & Steel
-- False Book: Has a hollowed out middle and simple lock.
-- Empty Flasks
-- Compass
-- Backpacks
-- Bedroll
-- Blankets
-- Belt Pouches
-- Spyglass
-- Marbles
--Oil Flasks
-- 50 feet String or Twine
-- Bottles, Glass
--2 Soul’s Day Cookies --Popcorn, 1 small bag
Other Information: (You can put age, description, status, children, etc)
--Eyes: Green
--Hair: Medium Ash
--Height: 6'2 (human form)
--Age: 403
--Deities: Nelli Nur, Baast, Kudzull
--Birthday: 5/2(2nd of Heatswell, Crownseekers Era)
--Sign of the Ettin
**Lucky Bonus: You have little difficulty focusing on dangerous tasks, giving you the ability to disable devices without a problem. You may disable any trap or device once per day.
--Born under High Sun
--BONUS: You gain a +1 bonus to any checks that require Willpower.
--Birthstone: Opal
--Tree: Poplar
--Tree: Poplar