Post by rageofnocturne@aol.com on Oct 3, 2016 13:28:22 GMT -5
"Archer" Lirian/Amber Champion/2d7/ HP-30/ DC-23/ Combat/Ranger/ Heal others: 12/ Flaws: Intolerance(Assassins), Chivalrous Courtesy, Docile to Magic/ Weak: Primal Iron
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Name: "Archer " Lirian
Screen Name: rageofnocturne@aol.com
Alignment: Good
Languages: Common, Ancient, Celestial, Umbral
Country of Origin: Sarkotos
Deities: Braman and Kanesh
Current Rank: Amber Champion
Current Dice: 2d7
Current Hit Points: 30 (Base = 20 , Endurance = 0, Willpower = 0, Amulet=10)
Defense DC: 23 (10 + Quickness+1 Ioun Stone)
Total Defence: 16 mundane 16 magic
Total Damage: 12 qck +5 archer bracers +3 ranger+5 ranged sniper+2 point blank= 27
Traits
Talents and Tactics
Primary Class: Combat
Class Bonus:Extra 1d, 1x per combat
Primary Profession: Ranger
Profession Bonus:"Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Heroic Spirit
Racial Weakness (if applicable): Primal Iron
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial: Invisibility: You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling.
Racial: Rejuvenation: In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself, just as the spirit was, within a certain amount of time. Roll 1d4 dice, the roll is how many days it will take for your ghost character to be restored. A rezz is still lost when this happens, but you do not need to have anyone perform a rezz, as you automatically are rejuvenated when you die. Using a rezz coin will cause you to be rejuvenated instantly, without a loss of a rezz.
Racial: 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.
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Flavor 1: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor 2: Far Reaching Shot: You have learned to be accurate over longer distances. This skill doubles the range of your weapon. At Obsidian, it triples the range of your weapon. This is an innate skill.
Flavor 3: Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
1. Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
2. Alert: You gain a +5 to Spot and Listen Checks.
3. Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
4. Push to the Limit: You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
5. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature. This is an innate skill.
6.(flaw) 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.
7.(F.Topaz) Know Direction : You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
8. Sharpshooter : You are skilled at using ranged weapons and gain a +1 to rolls during marksmanship matches.
9. Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
10. 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.
11. Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. This is an innate skill.
12. F. Amber) Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
13.Darksight: The ability to see in total darkness up to 60 feet. This is a constant effect.
14. Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets 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.
15. Eagle Eye: A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
Flaws
1. Chivalrous Courtesy: You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
2. Intolerance (Assassins):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.
3. Docile to Magic: You are very vulnerable to magic.
Penalty: You take a -2 to all saves against magical spells and magic.
Weapons with dice effects / enchantments:
Primary Weapon: Blade of Shadowhelm 1d10 ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Combustive Metallo-Edged Assault Kit)
This unique 1d10 broadsword has a myriad of materials mixed together: purple mournlode, white gold, cold iron, mithral and yellow gold. Surprisingly strong, strands of these precious metals appear like veins running along the length of the blade. It's edge is ultra-fine, sharper than most swords and very dangerous to your enemies! The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner, though one shape does become visible, that of a triforce. It is Baneful (Undead) doing extra 1d5 damage against undead, and is also enchanted with Nemesis (Necromancers) which gives an extra +5 damage to any creature who is a necromancer (black mage). It also grants the skill "Disarm", allowing you to use it up to three times in one combat. Upon command, this weapon is sheathed in flames that do not harm the wielder but do extra damage to creatures weak to fire.
Secondary Weapon:
Ranged Weapon: Song of the Elves 2d10 ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Penetrating Auxiliary Recurve Apparatus)
This powerful 2d10 recurve bow holds a secret. When an arrow's head hits the nocking point, the bearer can choose to place that arrow inside an extradimensional space inside the limbs of the bow instead of shooting it. It can hold up to 200 arrows this way, and the user can also pull an arrow out of the space by thought, readied to shoot. If various types of arrows are kept within, merely thinking of the type you wish makes it appear out of the space. Any type of metal can also be desired for the arrow's tip (Metalline). The bow always weighs the same no matter how many arrows are inside. The bow itself attunes to its owner after 24 hours, and only the owner can pull arrows from the space inside. Three times per day, but only once per combat, the bow confers a bonus of +5 to strike of your attack with the bow. If desired, any arrow used with the bow can be triggered to catch on fire.
-11 Adamantine Arrows- ignores defence.
-5 Pixie Sleep Arrows: Each of these blue arrows can be shot from any type of bow as they grow or shrink to fit the bow they are fired from, they do no damage but if the target fails a DC15 Endurance Save, they fall asleep for one round of combat. You may only use one Sleep Arrow per combat.
-24 Serpentstongue Arrow- This elven made arrow have sharp edges and prongs, and are especially made to sever a rope or strap. Used in combat they do slashing and piercing damage, and give a 1d3 extra damage to the attack.
-159 Standard arrows (metal of choice- Inubrix- only allows magical defense)
Hidden Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Archer's Insight.[Head] Wearing one of these earrings doubles the range of your ranged weapon, wearing both triples the range.
Face: Such as eye lenses, glasses, goggles, masks. Hawk Eyes- +5 spot
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Health- +10 hp
Torso: Such as shirt, vest, vestments 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]
Body (Armor): Such as armor, or robe. Mithralweave armor- 13 defence
Ethereal ☼ ☼ Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Punishing ☼ ☼ ☼
You may put punishing on your armor or defensive item so that when you are attacked, you may 'punish' your attacker by creating a surge of energy that lashes them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Magically Warded- 13 magic def
Cloak: Such as a cloak, cape, or mantle. Tabbard of Faith [Cloak]
This white tabbard imbued with holy energy and embroidered with your holy symbol gives a +3 DEF against evil creatures only.
[Worth: 3000gp]
Waist: Such as a belt or scarf, or girdle.
Legs:
Arms/Wrist: Such as bracers, bracelets. Archers Bracers- +5 arrow dmg +1 in archery contest.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes. Boots of Striding [Feet]
These iron-shod red leather boots appear rugged and worn. While wearing boots of striding, you can move more easily than usual over rough and difficult terrain. These boots allow you to move freely over difficult terrain without having to roll for checks, once per adventure. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
[Worth: 4000gp]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
Free: Ring of Obsidian Heart (free ring slot item): This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
1. Ring of Armor +3 Magic/Mundane Def
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Rafflesia Poison[Rare] Type: Blade Effects: Strain Damage
This rare poison quickly enters the bloodstream, and begins to do damage every time the target strains himself (from anything other than simple movement, such as an attack). This does 1 non-defensible damage each time the target completes an action (defense, attack) until either a Cure Poison, or a Full Heal is completed.
DAMAGE (DoT)- One Dose
2. Salamander Milk
Upon drinking this potion, your body begins to heal at a deep level and within 1d4 hours, any lost limbs and extremities are regrown, bones are mended, and organs return to working order.
Color: Pale Pink | Smell: Sweet | Texture: Milky | Flavor: Sweet and Creamy
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots
1. The House of Zebulon: This magic item is a small stone cube, painted with a door and windows. When the owner desires, he may cause a doorway to appear. Stepping through this doorway carries the person and anyone or anything with him inside the cube to a small apartment of six rooms. Here the person may stay for as long as he wants. He may leave the house at any time by stepping out through the same door.
2. Rezz Coin- bring someone back without using 1 of the 5 rezzes.
3. 3 Doses of "Bandersnatch Quill Poison" - Each dose of quill poison can be placed on a weapon (you can place 1, 2 or 3 doses on in one turn - or before combat). Each dose affects one target. The target must make a DC15 Endurance Roll or suffer from the Sickened combat effect (-4 to ALL rolls) until they receive a Cure Poison.
4. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
5. Ioun Stone (dusty rose prism) [Magic Item]
This stone grants the wearer a +1 bonus to your Defense DC. No other bonuses can be applied to your Defense DC when this is being used, including spells, combat manuevers, skills or other items. This cannot take your DDC over 24. Ioun stones orbit around the user's head.
[Worth: 7,000gp]
6.
7.
8.
9.
10.
4th anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items)
Waterskins x3
50 ft Hemp Rope x2
Grappling Hook x2
Unlit Torches x3
Flint and Steel x3
Chalk x4
Ink Pen x2
Parchment x10
Sewing Needle x1
50 ft of string x2
Backpack x1
Belt Pouches x4
Soap x3
Rations x10
Other Items: Constructed Bandersnatch Armor ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Unstoppable Security Armament Module)
This set of armor is like no other. As you don the armor, your body takes on the properties of a golem of iron and stone with the spirit of a frumious bandersnatch. Short quills of iron cover your shoulders. This armor fuses with your body, transforming into living armor that moves with ease. Your eyes glow with a soft blue light, allowing you to gain low-light vision and darkvision to 60 ft. You also gain immunity to all mind-affecting effects such as charms, compulsions, phantasms, and morale effects, as well as immunity to sleep, paralysis, disease, negative energy and fear. One arm holds a shield gauntlet, attached to the armor so that both hands remain open much like a buckler, though it is the size of a light steel shield. You may, if desired, pull the shield off and toss it down, causing it to form a bandersnatch mount that stalks forward gracefully on six limbs, with quills running down it's back. Upon it's back is a saddle which protects you from the quills. With the shield, this armor gives +37 DEF; without the shield it gives +35 DEF. You may be raised and resurrected as normal in this armor, and retain normal effects when dropping below 0 hp. You cannot benefit from positive energy healing, you must be repaired in some way. You cannot gain any other defensive boosts while wearing this armor, except from skills and class/profession bonuses. (Heavy Armor)
Magically Warded- +13 magic def
Sawtooth Saber w/Frost☼- 1d8
A paper doll drawn in complete detail of anatomy of a very well endowed male.
Small whittling knife Good to pass the time if you've a block of wood.
Astral Driftmetal Banded Mail Armor(Heavy)- +32 def -10 init, max Qck- 8
Ethereal☼ ☼ - turn ethereal once per combat. full evade.
Emperors Armor☼ - armor can look like any clothing.
Frightful- attacker☼ ☼ -DC15 d20 save vs Fear. if fail they lose 1 turn.
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.
Other Information: (You can put age, description, status, children, etc)
Height: 6'4
Eyes: Yellow
Hair: White
Ticks and Quirks:
Physical Marking: Along the training of your style, you suffered a wound in a match. The result was some physical mark; a scar, missing finger, lazy eye, etc. that is distinguishable upon your features.
Glowing rune of Accuracy on center of forehead.
Combat Maneuvers: DC- 10 base +2 combat= 12
Topaz: Range 50ft / Duration 3 hours
Topaz: 8 maneuvers
Winterlight Tradition ::
RedFeather Tradition ::
*Cluster of Shots: You take a moment to carefully aim your shots, causing them all to strike nearly the same spot, doing extra one-time damage with a ranged weapon. Save yes DC-23 vs Qck/ +4 dmg one time/ Attack
*Empty Quiver: You rain down ranged attacks upon multiple enemies. DC-23 vs QCK) Save yes/ +2 dmg [2 NPC] / Aoe Attack
*All Out Attack: Your focus upon the foes on the battlefield is so keen that they simply cannot attack to the best of their ability, causing them to be weakened. Save yes DC-23 vs WLP)/ lose 2 hp [2 NPC]/ Aoe Weaken HP
*Swipe and Sweep: The Redfeather can sometimes fall victim to the rush of a melee styled warrior. This causes the Redfeather to react quite out of their normal range, using their bow as a melee weapon. The first swipe of the bow comes at a downward angle, directing the oncoming attack away from them with a sharp strike to the wrist. The second is a spinning sweep to the back of the knees, dropping the target to the ground. Two quick motions, and the threat was completely negated. EVADE/ Save no/ 1/4 Evade/
*Embarrassment: In the event that someone is dumb enough to rush an archer with a ready bow, they should expect to be embarrassed. And so they shall. While the buffoon rushes the Redfeather, the Red Archer simply draws their arrow back, aims carefully, and releases the arrow into the tendon just above the attacker's patella. The attacker would fall straight to their face, quite embarrassed by what they brought upon them with their own stupidity.
REFLECT/ Save yes DC- 23 vs Qck/ Reflect n/a
*Bow Mastery: You are adept with either bows or crossbows, enabling you to do more damage with them. Save no/ +2 constant dice sides/ Strengthen Dice Sides
*Shatter the Stone: Your ranged attack bypasses the defenses of your target./ Save yes DC-23 vs Qck/ Negate Defenses/ 1 round
*Forceful Shot: Your ranged shot not only does damage, but knocks your target prone.
(AoE Hold/Dmg)/ Dual Manuver/ Save yes DC- 23 vs Qck or DC- 23 vs Str/ Crystal: 1 round / +4 DMG
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
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Name: "Archer " Lirian
Screen Name: rageofnocturne@aol.com
Alignment: Good
Languages: Common, Ancient, Celestial, Umbral
Country of Origin: Sarkotos
Deities: Braman and Kanesh
Current Rank: Amber Champion
Current Dice: 2d7
Current Hit Points: 30 (Base = 20 , Endurance = 0, Willpower = 0, Amulet=10)
Defense DC: 23 (10 + Quickness+1 Ioun Stone)
Total Defence: 16 mundane 16 magic
Total Damage: 12 qck +5 archer bracers +3 ranger+5 ranged sniper+2 point blank= 27
Traits
Strength 0 | Quickness 12 | Endurance 0 | Willpower 0 | Intelligence 0 | Perception 4 | Charisma 0 |
Talents and Tactics
Diplomacy - | Intimidation - | Bluff - | Disguise - | Stealth +11 | Insight +9 |
Spot +9 | Listen +9 | 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 - |
Ride +11 | Nature - | Use Object +11 | Search +5 | Hide +16 |
Primary Class: Combat
Class Bonus:Extra 1d, 1x per combat
Primary Profession: Ranger
Profession Bonus:"Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Heroic Spirit
Racial Weakness (if applicable): Primal Iron
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial: Invisibility: You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling.
Racial: Rejuvenation: In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself, just as the spirit was, within a certain amount of time. Roll 1d4 dice, the roll is how many days it will take for your ghost character to be restored. A rezz is still lost when this happens, but you do not need to have anyone perform a rezz, as you automatically are rejuvenated when you die. Using a rezz coin will cause you to be rejuvenated instantly, without a loss of a rezz.
Racial: 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.
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Flavor 1: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor 2: Far Reaching Shot: You have learned to be accurate over longer distances. This skill doubles the range of your weapon. At Obsidian, it triples the range of your weapon. This is an innate skill.
Flavor 3: Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
1. Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
2. Alert: You gain a +5 to Spot and Listen Checks.
3. Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
4. Push to the Limit: You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
5. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature. This is an innate skill.
6.(flaw) 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.
7.(F.Topaz) Know Direction : You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
8. Sharpshooter : You are skilled at using ranged weapons and gain a +1 to rolls during marksmanship matches.
9. Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
10. 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.
11. Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. This is an innate skill.
12. F. Amber) Live off the Land : You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
13.Darksight: The ability to see in total darkness up to 60 feet. This is a constant effect.
14. Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets 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.
15. Eagle Eye: A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
Flaws
1. Chivalrous Courtesy: You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
2. Intolerance (Assassins):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.
3. Docile to Magic: You are very vulnerable to magic.
Penalty: You take a -2 to all saves against magical spells and magic.
Weapons with dice effects / enchantments:
Primary Weapon: Blade of Shadowhelm 1d10 ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Combustive Metallo-Edged Assault Kit)
This unique 1d10 broadsword has a myriad of materials mixed together: purple mournlode, white gold, cold iron, mithral and yellow gold. Surprisingly strong, strands of these precious metals appear like veins running along the length of the blade. It's edge is ultra-fine, sharper than most swords and very dangerous to your enemies! The basket hilt is a work of art in itself, often composed of fragile looking metal strands interwoven with one another in a complex and often chaotic manner, though one shape does become visible, that of a triforce. It is Baneful (Undead) doing extra 1d5 damage against undead, and is also enchanted with Nemesis (Necromancers) which gives an extra +5 damage to any creature who is a necromancer (black mage). It also grants the skill "Disarm", allowing you to use it up to three times in one combat. Upon command, this weapon is sheathed in flames that do not harm the wielder but do extra damage to creatures weak to fire.
Secondary Weapon:
Ranged Weapon: Song of the Elves 2d10 ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Penetrating Auxiliary Recurve Apparatus)
This powerful 2d10 recurve bow holds a secret. When an arrow's head hits the nocking point, the bearer can choose to place that arrow inside an extradimensional space inside the limbs of the bow instead of shooting it. It can hold up to 200 arrows this way, and the user can also pull an arrow out of the space by thought, readied to shoot. If various types of arrows are kept within, merely thinking of the type you wish makes it appear out of the space. Any type of metal can also be desired for the arrow's tip (Metalline). The bow always weighs the same no matter how many arrows are inside. The bow itself attunes to its owner after 24 hours, and only the owner can pull arrows from the space inside. Three times per day, but only once per combat, the bow confers a bonus of +5 to strike of your attack with the bow. If desired, any arrow used with the bow can be triggered to catch on fire.
-11 Adamantine Arrows- ignores defence.
-5 Pixie Sleep Arrows: Each of these blue arrows can be shot from any type of bow as they grow or shrink to fit the bow they are fired from, they do no damage but if the target fails a DC15 Endurance Save, they fall asleep for one round of combat. You may only use one Sleep Arrow per combat.
-24 Serpentstongue Arrow- This elven made arrow have sharp edges and prongs, and are especially made to sever a rope or strap. Used in combat they do slashing and piercing damage, and give a 1d3 extra damage to the attack.
-159 Standard arrows (metal of choice- Inubrix- only allows magical defense)
Hidden Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown. Archer's Insight.[Head] Wearing one of these earrings doubles the range of your ranged weapon, wearing both triples the range.
Face: Such as eye lenses, glasses, goggles, masks. Hawk Eyes- +5 spot
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Health- +10 hp
Torso: Such as shirt, vest, vestments 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]
Body (Armor): Such as armor, or robe. Mithralweave armor- 13 defence
Ethereal ☼ ☼ Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Punishing ☼ ☼ ☼
You may put punishing on your armor or defensive item so that when you are attacked, you may 'punish' your attacker by creating a surge of energy that lashes them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Magically Warded- 13 magic def
Cloak: Such as a cloak, cape, or mantle. Tabbard of Faith [Cloak]
This white tabbard imbued with holy energy and embroidered with your holy symbol gives a +3 DEF against evil creatures only.
[Worth: 3000gp]
Waist: Such as a belt or scarf, or girdle.
Legs:
Arms/Wrist: Such as bracers, bracelets. Archers Bracers- +5 arrow dmg +1 in archery contest.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes. Boots of Striding [Feet]
These iron-shod red leather boots appear rugged and worn. While wearing boots of striding, you can move more easily than usual over rough and difficult terrain. These boots allow you to move freely over difficult terrain without having to roll for checks, once per adventure. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check. These boots require no activation.
[Worth: 4000gp]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
Free: Ring of Obsidian Heart (free ring slot item): This ring carved of jet into a heart set in platinum is only given to members of the Obsidian Heart Adventuring Company. It is enchanted as a safeguard for the members, by pressing the stone down, they are instantly teleported to the nearest safe house owned by the Obsidian Heart. It also informs Maria instantly if it is used, to tell her where her members have been taken.
1. Ring of Armor +3 Magic/Mundane Def
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Rafflesia Poison[Rare] Type: Blade Effects: Strain Damage
This rare poison quickly enters the bloodstream, and begins to do damage every time the target strains himself (from anything other than simple movement, such as an attack). This does 1 non-defensible damage each time the target completes an action (defense, attack) until either a Cure Poison, or a Full Heal is completed.
DAMAGE (DoT)- One Dose
2. Salamander Milk
Upon drinking this potion, your body begins to heal at a deep level and within 1d4 hours, any lost limbs and extremities are regrown, bones are mended, and organs return to working order.
Color: Pale Pink | Smell: Sweet | Texture: Milky | Flavor: Sweet and Creamy
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Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots
1. The House of Zebulon: This magic item is a small stone cube, painted with a door and windows. When the owner desires, he may cause a doorway to appear. Stepping through this doorway carries the person and anyone or anything with him inside the cube to a small apartment of six rooms. Here the person may stay for as long as he wants. He may leave the house at any time by stepping out through the same door.
2. Rezz Coin- bring someone back without using 1 of the 5 rezzes.
3. 3 Doses of "Bandersnatch Quill Poison" - Each dose of quill poison can be placed on a weapon (you can place 1, 2 or 3 doses on in one turn - or before combat). Each dose affects one target. The target must make a DC15 Endurance Roll or suffer from the Sickened combat effect (-4 to ALL rolls) until they receive a Cure Poison.
4. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
5. Ioun Stone (dusty rose prism) [Magic Item]
This stone grants the wearer a +1 bonus to your Defense DC. No other bonuses can be applied to your Defense DC when this is being used, including spells, combat manuevers, skills or other items. This cannot take your DDC over 24. Ioun stones orbit around the user's head.
[Worth: 7,000gp]
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4th anniversary bag of holding
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3.
Mundane (non-magical pack Items)
Waterskins x3
50 ft Hemp Rope x2
Grappling Hook x2
Unlit Torches x3
Flint and Steel x3
Chalk x4
Ink Pen x2
Parchment x10
Sewing Needle x1
50 ft of string x2
Backpack x1
Belt Pouches x4
Soap x3
Rations x10
Other Items: Constructed Bandersnatch Armor ☼ ☼ ☼ ☼ ☼
(Fizzwinken's Unstoppable Security Armament Module)
This set of armor is like no other. As you don the armor, your body takes on the properties of a golem of iron and stone with the spirit of a frumious bandersnatch. Short quills of iron cover your shoulders. This armor fuses with your body, transforming into living armor that moves with ease. Your eyes glow with a soft blue light, allowing you to gain low-light vision and darkvision to 60 ft. You also gain immunity to all mind-affecting effects such as charms, compulsions, phantasms, and morale effects, as well as immunity to sleep, paralysis, disease, negative energy and fear. One arm holds a shield gauntlet, attached to the armor so that both hands remain open much like a buckler, though it is the size of a light steel shield. You may, if desired, pull the shield off and toss it down, causing it to form a bandersnatch mount that stalks forward gracefully on six limbs, with quills running down it's back. Upon it's back is a saddle which protects you from the quills. With the shield, this armor gives +37 DEF; without the shield it gives +35 DEF. You may be raised and resurrected as normal in this armor, and retain normal effects when dropping below 0 hp. You cannot benefit from positive energy healing, you must be repaired in some way. You cannot gain any other defensive boosts while wearing this armor, except from skills and class/profession bonuses. (Heavy Armor)
Magically Warded- +13 magic def
Sawtooth Saber w/Frost☼- 1d8
A paper doll drawn in complete detail of anatomy of a very well endowed male.
Small whittling knife Good to pass the time if you've a block of wood.
Astral Driftmetal Banded Mail Armor(Heavy)- +32 def -10 init, max Qck- 8
Ethereal☼ ☼ - turn ethereal once per combat. full evade.
Emperors Armor☼ - armor can look like any clothing.
Frightful- attacker☼ ☼ -DC15 d20 save vs Fear. if fail they lose 1 turn.
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.
- 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.
Height: 6'4
Eyes: Yellow
Hair: White
Ticks and Quirks:
Physical Marking: Along the training of your style, you suffered a wound in a match. The result was some physical mark; a scar, missing finger, lazy eye, etc. that is distinguishable upon your features.
Glowing rune of Accuracy on center of forehead.
Combat Maneuvers: DC- 10 base +2 combat= 12
Topaz: Range 50ft / Duration 3 hours
Topaz: 8 maneuvers
Winterlight Tradition ::
RedFeather Tradition ::
*Cluster of Shots: You take a moment to carefully aim your shots, causing them all to strike nearly the same spot, doing extra one-time damage with a ranged weapon. Save yes DC-23 vs Qck/ +4 dmg one time/ Attack
*Empty Quiver: You rain down ranged attacks upon multiple enemies. DC-23 vs QCK) Save yes/ +2 dmg [2 NPC] / Aoe Attack
*All Out Attack: Your focus upon the foes on the battlefield is so keen that they simply cannot attack to the best of their ability, causing them to be weakened. Save yes DC-23 vs WLP)/ lose 2 hp [2 NPC]/ Aoe Weaken HP
*Swipe and Sweep: The Redfeather can sometimes fall victim to the rush of a melee styled warrior. This causes the Redfeather to react quite out of their normal range, using their bow as a melee weapon. The first swipe of the bow comes at a downward angle, directing the oncoming attack away from them with a sharp strike to the wrist. The second is a spinning sweep to the back of the knees, dropping the target to the ground. Two quick motions, and the threat was completely negated. EVADE/ Save no/ 1/4 Evade/
*Embarrassment: In the event that someone is dumb enough to rush an archer with a ready bow, they should expect to be embarrassed. And so they shall. While the buffoon rushes the Redfeather, the Red Archer simply draws their arrow back, aims carefully, and releases the arrow into the tendon just above the attacker's patella. The attacker would fall straight to their face, quite embarrassed by what they brought upon them with their own stupidity.
REFLECT/ Save yes DC- 23 vs Qck/ Reflect n/a
*Bow Mastery: You are adept with either bows or crossbows, enabling you to do more damage with them. Save no/ +2 constant dice sides/ Strengthen Dice Sides
*Shatter the Stone: Your ranged attack bypasses the defenses of your target./ Save yes DC-23 vs Qck/ Negate Defenses/ 1 round
*Forceful Shot: Your ranged shot not only does damage, but knocks your target prone.
(AoE Hold/Dmg)/ Dual Manuver/ Save yes DC- 23 vs Qck or DC- 23 vs Str/ Crystal: 1 round / +4 DMG
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)