Post by rageofnocturne@aol.com on Oct 2, 2016 18:15:38 GMT -5
Rorfimir Felagund/ Sapphire Shield/ 2d9/ HP-39/ DC-22/ Combat/ Fighter/Arcane/ Flaws: Scar Sensitivity, Intolerance(Dragons), Healing Slowly/ Weak: Fire x 1.5//
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Name: Rorfimir Felagund (Dragon Scarred)
Screen Name: rageofnocturne@aol.com
Alignment: Chaotic Good
Languages: Common, Mere, Arborian, Elvish
Country of Origin:Kir'viir
Deities: Lunne, Rrok, Vermill , Melenthryn
Current Rank:Sapphire Shield
Current Dice: 2d9
Current Hit Points:39 (Base= 25 End=0 Wlp=0 Diehard=5 Brutish Durability=9 )
Defense DC:22 (10+Quickness)
Total Def: 30 mun 25 mag 17 fire
Traits
Strength 0 | Quickness 12 | Endurance 0 | Willpower 0 | Intelligence 9 | Perception 0 | Charisma 0 |
Talents and Tactics
Diplomacy +10 | Intimidation - | Bluff - | Disguise - | Stealth +11 | Insight +5 |
Spot +5 | Listen +5 | Athletics +5 | Climb +5 | Jump +5 | Swim +5 |
Acrobatics +16 | Tumble +16 | Balance +16 | Disable Traps +11 | Lockpicking +11 | Thievery +11 |
Locate Trap - | Escape +11 | Sleight +11 | Appraise - | Gather Info +5 | Knowledge +18 |
Ride +11 | Nature - | Use Object +11 | Search +5 | Hide - |
Primary Class:Combat
Class Bonus:Extra 1d once per combat
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class: Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16.
Secondary Profession:
Profession Bonus:
Race: Moon Elf
Racial Weakness : Fire x 1.5
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Elven Beauty: Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Racial Skill:Immunity to Sleep: Your blood allows the act of any sleep effects to be nulled automatically. This is an innate skill.
Racial Skill:Alert: You gain +5 to Spot and Listen Checks.
Flavor: 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!
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor: Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
1. Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
2. Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
3. 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.
4. 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. This is an innate skill.
5. Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
6. Dexterous Fighter: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
7. Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
8. F. Topaz) 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.
9.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.
*Dragons * Geography *Monster Lore *Arcana
10. 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.
11. Darksight : The ability to see in total darkness up to 60 feet. This is a constant effect.
12. Dual-Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
13. F.Amber) 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.
14. 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.
15. Combat Marksman : You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions. This is a constant effect.
16 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.
17. Arcane) Psionic Affinity : You are skilled in using your mind
to do great and magical things. If you take Psion as a class you do not need to
take this skill. This is like magical affinity, but all your "magic" is done
psionically. You still have to write 'spells'.
18. F.Sapphire) Teleport : This skill gives you the ability
to teleport yourself as long as you have the exact location in mind. This pulls
the caster into a portal, bending time/space around them, and popping them out
of the other side at the desired location. With each gemstone rank you achieve
you can take one person with you.
19.Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
20. Combat Teleport : Once per combat, a caster with
this skill may teleport to any location within 25 feet, allowing them to evade
all damage.
21. Point Blank Spells: You are adept at using your magic in
close melee combat. In close combat your non-registered spells gain a +1 to
damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5,
Diamond +6. This is a constant skill.
Flaws:
Healing Slowly
Due to strange twist of fate, your body became resistant to healing magic.
Penalty: It takes twice as many healing points for you to heal. So, a 10hp healing potion would heal you for only 5.
Intolerance
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Scar Sensitivity: You have been scarred by something and even after healing the scar remains sensitive to its cause.
Penalty: Due to the sensitivity of your scars you suffer a weakness to the cause of your scar x 1.5
Weapons with dice effects / enchantments:
Primary Weapon: Adamantine Punching Dagger 1d5 (Lug Dagnir)(Dragon Bane)
Adamantine
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a dwarven used material.
Compression ☼
A compression weapon can compress itself into a small object such as a ring. 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.
Holy ☼
This weapon is considered sacred and holy. Bows, crossbows, and slings so crafted bestow the sacred energy upon their ammunition. Holy weapons do extra damage to creatures with a weakness to holy.
Lightning☼
Upon command, a lightning weapon is sheathed in electricity. The electricity does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the electric energy upon their ammunition. Lightning weapons do extra damage to creatures with a weakness to electricity.
Terran ☼
An terran weapon is imbued with the trait of earth, in order to damage air- based creatures, or creatures weak to earth. Bows, crossbows, and slings so crafted bestow the terran energy upon their ammunition.
Adamantine
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a
dwarven used material.
This ultrahard glossy black metal adds to the strength of a weapon, giving it a +5 to any Strength Rolls made with the weapon to break mundane objects. It can also not be sundered except by another adamantine weapon. It is traditionally a
dwarven used material.
Aquan☼
An aquan weapon is imbued with the trait of water, in order to damage fire based creatures, or creatures weak to water. Bows, crossbows, and slings so crafted bestow the aquan energy upon their ammunition.
Brilliant☼
Upon command, a brilliant weapon is sheathed in bright prismatic light. The light does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the brilliant energy upon their
ammunition. Brilliant weapons do extra damage to creatures with a weakness to radiant energy.
ammunition. Brilliant weapons do extra damage to creatures with a weakness to radiant energy.
Compression ☼
A compression weapon can compress itself into a small object such as a ring.
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.
Screaming ☼
Upon command, a screaming weapon begins to vibrate gently, and when it hits it emits a high pitched scream dealing sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Screaming weapons do
extra damage to creatures with a weakness to sonic.
extra damage to creatures with a weakness to sonic.
Ranged Weapon: Eril's Dragonbone Bow - 2d8 130 feet
This bow is carved from a single bone of a dragon (a thigh bone or similarly large bone) and displays superior tensile strength and power. Such a bow is considered a composite bow (long). In addition, the bow’s range increment is 20 feet longer than normal for the bow’s type (130 feet for a composite longbow). This bow made of Eril's bones confers the frost attribute to the arrows used in it.
Exit Wound☼ ☼ - +1d3 dmg
Bow Blade- 1d4 slashing
Hidden Weapon: Seddrinth Dragonbone Heavy Kukri 1d6 + electricity
Arcing☼ ☼ ☼
An arcing weapon has a shock or lightning element attached to it already, and by adding 'arcing' you allow the weapon upon one strike, for it's electricity or lightning to arc outwards and hit up to 2 other opponents with half the damage you've rolled WITH COMBAT DICE ONLY, ONCE per combat.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Iyaringu of the Earth Dragon [Slot: Head]
This earring is fashioned from one of a li lung's peacock-like quills and decorated with jade beads and pieces of red coral. Large and gaudy, it can be for pierced or unpierced ears. This grants sure footing allowing you to move normal speed across mud, quicksand, sand and uneven territory.
Face/Eyes:
Neck: Rezz Locket [Neck]
This special locket is made to hold a rezz coin. It enables a rezz coin to be used THREE TIMES before it's magic runs out. Once the rezz coin's magic is run out you must purchase a new Rezz Coin and place it in the locket.
[Worth: 10,000gp]
Torso/Body: Gossamer Shirt of Extreme Resistance +10 fire def
This soft fabric is thinner than any other natural fabric, but also amazingly resilient. It is also fire resistant, but still gets hot when burned. It gives a +5 extra defense against Fire. Gossamer often appears in pastel colors and is fairly rare and valuable. A gossamer suit is usually worn underneath normal clothing or armor. Equipment, such as satchels and backpacks lined with gossamer can protect contents from burning in flames. This shirt also holds Element Resistance against fire
giving the wearer an extra resistance of +5 DEF against fire.
Armor: Traveler's Plate [+22]
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.
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.
Emperor's Armor ☼
This suit of armor appears to be normal clothing upon command of the wearer. It still weighs as much as it did before it shifted into normal garb, so any penalties still are in effect!
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!
Cloak/Shoulders: Brass Dragonskin Mantle +7 magical def
A dragonskin mantle gives defense against the element of the dragon the cloak was created from. It gives a +5 DEF against that certain element. This can be worn with any armor. +5 def Fire
Legs:
Arms/Wrist: Crimson Dragonhide Bracers [Slot: Arms/Wrist] +5 def both
These bracers strengthen your own natural armor, hardening your skin and giving you a bonus to defense. It also grants you extra bonus defense against fire of +3.
Hands:
Feet: Hateeri's Dragonstriding Boots [Feet]
These black scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Body Mod: Tattoos, brands, scarifications, piercings.
Dragon Hunter: You have been victorious in combat against numerous dragons and wish a tattoo to mark your victories. This grants you a +2 to Strike, and a +5 to DMG against full-blooded dragons.
Beastly Ink: This tattoo resembles either stylistically or realistically any one animal the person wishes. Animal only, not magical creatures, or aberrations, etc. It can be anything from a rat, to an eagle, to a bear, a spider, a butterfly, a wolf, etc. This allows you to shift into this animal once a day, for as long as you wish. You do not gain any special attacks or capabilities as the animal except what naturally occurs such as breathing underwater as a fish, flying as an eagle, burrowing as a gopher.
Arctic Fox: Turns into an Arctic Fox. Gains the ability to survive in cold environments, and gains exceptionally keen hearing (only as a fox)
(Personal)
Rings: (Up to two active)
1.
2.
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.
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. 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.
Consumables: (Up to five types, no limit on how much of each type.)
1. Rezz Coins x2
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Hateeri's Dragonbone Bow [Weapon]
This bow is carved from a single bone of a dragon (a thigh bone or similarly large bone) and displays superior tensile strength and power. Such a bow is considered a composite bow (long). In addition, the bow’s range increment is 20 feet longer than normal for the bow’s type (130 feet for a composite longbow). This bow made of Hateeri's bones confers the acid attribute to the arrows used in it.
2. Amulet of Health - +5 hp
3. Sword of Mighty Thews ☼ ☼ ☼ ☼
This ostentatious 1d8 falchion is decorated with golden filigree, and its hilt is set with a large ruby. Along its blade is an inscription in Draconic that reads, “Size is not strength.” It was designed for dragonslayers, and is a baneful (dragons) weapon (deals 1d5 extra damage). While wielding this falchion, you are immune to any aura of fear by any enemy. It also allows you to dodge any breath weapon from a dragon or draconic creature once per day.
4.
5.
Free Item: Beads of the Discerning Eye (feat box of assorted teas)
This thin wooden box has a hinged lid inlaid with glass so that the contents can be easily viewable. Six small jars are within, five containing an assortment of loose leaf teas (approximately four standard cups per jar, depending on brew strength), with the sixth holding a collection of beads. Each jar is labeled with the flavor and brewing length.
Jasmine Pearl Tea: A sweet delicate flavor with a flowery jasmine aroma, each pearl unfurls like a flower in hot water.
Orange Spice Black Tea: Black tea blended with orange and an assortment of spices including cinnamon and cloves.
Winterberry Green Tea: A warming infusion of green tea, strawberry, citrus and a sprinkling of hibiscus and marigold petals.
White Ayurvedic Chai Tea: White tea combined with cinnamon, coconut, pineapple, ginger, cardamom, and cloves.
Black Dragon Pearl Tea: Each black tea pearl consists of 30 leaves and buds immediately rolled before the leaves can dry, they carry sweet undertones of chocolate.
Beads: There are five beads in total, suitable for threading onto braids or even used as accessories for clothes. Each one is made from woven silver, four of which are virtually identical. The fifth however has a gemstone in the shape of a partially closed eye that hangs from the end of the bead. When worn, the eye opens fully and drapes a glamor over the wearer that matches an image held in their mind when they thread the bead. This glamor is merely superimposed over the original wearers shape that alters the physical appearance slightly and is cosmetic in nature, such as changing hair color, giving existing clothes the sheen of silk, roughness of animal hide, or ''removing'' imperfections from skin (such as disfiguring facial scars). It does not adjust the wearers height, base shape, race or anything of the like, and any adjusted items lose the glamor once they or the bead is removed from the wearers body.
4th Year Anniversary Small Bag of Holding:
1.
2.
3.
Mundane (non-magical pack Items
Other Items
'Runic Key ' - A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxion tower, and records the person's progress. (Current: Floor Eight)
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.
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
Armor of Wrinestii 13,000gp
This hide armor +4 DEF is made of the green scaly hide of Wrinestii, and also offers complete immunity to acid. Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500gp]
Slashing Cape [Cloak]
This thick burgundy cloak is trimmed with mithral plates and cut to fit handsomely over heavy armor. As an attack action, the wearer can spin in his space, damaging a target creature within 5 feet. This attack deals 1d8 damage and is considered a melee attack, you cannot make any other attacks this round. Furthermore, the cloak can be magically enhanced like a melee weapon, up to five points of enchantments that are specifically for weapons.
[Worth: 6,000gp]
Gemstones:
Amethyst (50 gp)
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500gp]
Slashing Cape [Cloak]
This thick burgundy cloak is trimmed with mithral plates and cut to fit handsomely over heavy armor. As an attack action, the wearer can spin in his space, damaging a target creature within 5 feet. This attack deals 1d8 damage and is considered a melee attack, you cannot make any other attacks this round. Furthermore, the cloak can be magically enhanced like a melee weapon, up to five points of enchantments that are specifically for weapons.
[Worth: 6,000gp]
Bag of Boulders [Weapon]
This nondescript bag has 3 pebbles inside of it. When thrown (range: 10ft), it grows 12 inches and does 2d4 damage. Once all three pebbles have been used, it takes 24 hours before the pebbles reappear within the bag.
[Worth: 1,500gp]
Dragon claw (Curiosity)
Gemstones:
Amethyst (50 gp)
Other Information: (You can put age, description, status, children, etc)
--Age: 150
--Height: 6'5
--Weight:123
--Eyes: Right: Blue with gold flecks in iris Left: White scarred iris with gold flecks
--Hair: Silver White
--Birthday: 12/13(13th of Kannesh's Veil, Skyrunners Era)
--Sign of the Chimera
**Lucky Bonus: Amiable and able to get along well with others, you gain skills in diplomacy and in negotiations. You may pass one Diplomacy check a day.
--Born under Setting Sun
BONUS: You gain a +1 to any Knowledge Check you wish to roll, whether you have Knowledge Skill or not.
--Birthstone: Amethyst
--Tree: Elder
--Tree: Elder
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Available Spells: 38
Duration and Range: Sapphire: Range 150ft / Duration 12 hours
DC: 12 +2 arcane + 9 int= 23
Used Spells: 4
Remaining: 34
-Attack Spell:
* Creeping Cold/ Attack/ You turn the subject's sweat to ice, creating blisters as the ice forms on and inside the skin, dealing constant damage./ Save: No/ Sapphire & Emerald: +12 or Constant +3
-AoE Attack Spell:
*Absolute Zero/ AoE Attack/ You flood your surrounding area with sheer cold zapping all heat from it causing skin to freeze and blister over./Save: Yes/ Sapphire & Emerald: +6 [4 NPCs]
-Defense Absorb:
Frost/ Defense Absorb/ You coat your body in a layer of what seems to be a thin ice like armor that will absorb one attack before shattering./ Save: No/ Sapphire: Absorbs 9 Dmg
-Flavor Effect
Chilly/ Flavor Effect/ He is a master of controlling the cold. He is able to readily create and manipulate things such as permafrost, ice and snow with the greatest of ease./ Save: No//