Post by Spyder on Nov 29, 2016 14:50:31 GMT -5
Name: Gabriel "Spyder" Tempest
Screen Name: greywalkr13
Alignment: CN
Race: Elemental (Air)
Size: Medium
Racial Weakness: Earth
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Auran (free),Battle Flag, Thieves Cant
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart Adventuring Company
Primary Class: Combat
Secondary Class: Arcane
Profession (Primary): Swashbuckler
Class Bonus: Extra 1d, 1/combat
Dice: 2d60
HP: 32 (Half Dice = 30 , Endurance = 1, Willpower = 1, Diehard = 0, Brutish Durability = 0)
DDC: 18 (10 + 8 Quickness)
Traits:
Strength [3]
Quickness [8]
Endurance [1]
Willpower [1]
Intelligence [3]
Perception [2]
Charisma [2]
Flaws:
Curiosity-You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Distinctive-You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Phobia (Caves and underground passages)- A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken.
Skills:
(class) Acrobatics- +5 to all Acrobatics Checks
(class) Corsair Prowess +3 to strike when dual wielding
(class) Not Left handed- Dual wielding
(racial) Full Immunity (Air)
(racial) Poison/Venom Immunity
(racial) Safe Path- The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
(combat) Combat Affinity
(flavor crystal) Old Salt- You cannot get seasick. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
(flavor crystal) Daredevil Athlete-You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
FLAVOR
(CC)
(flavor crystal) Knowledge (c: Oceanography t: Architecture & Engineering a: Martial Arts s:Medicine) +10 t0 knowledge checks pertaining to underwater life, fishing, sailing, navigation; buildings, bridges, man-made creations, aqueducts, fortifications; fighting styles, combat; diseases, anatomy, illnesses
(flavor topaz) Entrepeneur- (2d250) 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
(Flavor Amber) Perfect Strike- Once per combat, you may roll your Strike twice and take the best roll. If both are hits, you still may only use one of them to determine the hit.
COMBAT
(CC)
(Flavor sapphire) Legendary Booty: Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items).
Prerequisites: Swashbuckler (Primary)
FLAVOR
(3rd flaw extra skill) Magical Affinity-You have innate or learned magic ability. You cannot use magic in OH without this skill.
(free Arcane skill) Double Invocation : You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is a constant skill.
Prerequisite: Magical or Psionic Affinity
COMBAT
(crystal) Easy Reload- Load and fire in one gun in same round as attack
(crystal) 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.
(crystal) Alert- +5 to Spot and Listen Checks
(crystal) Point Blank Shot- close combat your ranged weapon gets a +1 to damage
(crystal) Self-Healing- 14 You are able to heal yourself in some way, shape or form
(topaz) Sword and Pistol- You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons.
(topaz) Constant cover- A swashbuckler can always find cover, no matter the situation. Once per combat, a swashbuckler can use this cover to block the damage of an attack.
Prerequisites: Swashbuckler (Primary)
DEFENSE - Evade
(topaz) Animal Companion- Raven named Cato
Shared vigilance-Whenever you are within 5 feet of your companion, you both gain a +1 to Spot, Listen, and Search Checks.
(amber) 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.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
(CC - Acrobatic)
(amber) Swordsman's folly- The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed).
Prerequisite: Use a gunpowder weapon.
(amber) Dirty trickster- You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat
COMBAT
(sapphire)Spell Combatant : You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. You still base strike and damage off your melee weapon or tech. This is a constant effect. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(sapphire)Prerequisites: Magical or Psionic Affinity, Amber Rank
Arcane Warrior : This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT), but not both every round. This is an innate skill.
Prerequisites: Spell Combatant, Arcane Class, Sapphire Rank
COMBAT
(sapphire)En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
Prerequisites: Swashbuckler or Swordmaster, Sapphire Rank
COMBAT
(V - Sapphire Rank)
(teamwork) OPEN
Gear:
Borrowed-(B)
Armor:
Armored Ink- (Torso) +13 Def ☼☼☼☼☼
-Slick 500gp ☼
This ink enhancement allows you how to wriggle and squirm with the best of them and gives a +5 against any checks to escape from binds and chains.
Sash of Comfort [Waist]
This normal sash has been enchanted with the Adaptations spell that will allow it's wearer to adapt to the world around him. This means he will be able to breath in smoke or under water as well as remain cool when it's hot and vice versa.
Twinkle-Toe Pirate Boots [Feet]
These fashionable leather boots have been specifically fashioned and cobbled for Spyder Tempestus and given an enchant that will work with his natural acrobatic grace to increase his coordination as long as he's wearing them, providing a +5 boost to all acrobatic checks.
Trenchcoat of Nodirtonmi [Back]
This finely tailored trenchcoat has been made specifically for Spyder Tempestus to fit snugly upon his body and enchanted to offer a resistance of +5 to any earth based elemental attacks that come his way.
Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
[Worth: 6,500gp]
Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Bag of Holding
10 magical slot backpack for own items.
Contents:
Cooperative Manacles [Magic Item]
These tight iron cuffs can fit over the wrists of any Large size or smaller humanoid. When placed on a captive or pinned humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 15 Willpower saving throw.
[Worth: 4000gp]
Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000gp]
Black Dragon New Years Rocket
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.
Weapon:
Chainsaw Sawtooth Saber [1d8] [Weapon] ☼ (10,500gp)(B)
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
Flintlock Pistol [1d8] 6000gp
Upon pulling the firearm's trigger, the pan containing the black powder is exposed and a piece of flint scraped above it. The resulting sparks ignite this priming, causing the weapon to fire. This elegantly simple weapon is favored by gunsmiths and is often heavily personalized and elaborately decorated. Flintlocks are the rarest of guns in our world, they are considered the cutting edge of gunsmithing technology. Often, aristocrats purchase them in a set, for dueling.
-Distance 2,000gp | 500gp | ☼
This is placed on ranged weapons and doubles the range increment of that weapon.
Dragon Pistol [1d8] 5500gp
Like a miniature blunderbuss, the dragon pistol fires pellets or one bullet from its flared barrel. The dragon pistol fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. For ammunition, a dragon pistol uses a bullet or group of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition.
-Unerring Accuracy 5,000gp | 1250gp | ☼ ☼
This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Ammunition:
Item Crafted: Enchanted Bullets (fire) (10 bullets) ||
Item Crafted: Enchanted Bullets (acid burst) (10 Bullets) ||
Item Crafted: Enchanted Bullets (ice) (10 Bullets) ||
Item Crafted: Enchanted Bullets (electricity) (10 bullets) ||
Item Crafted: Holy Bullets (10 Bullets) ||
Screen Name: greywalkr13
Alignment: CN
Race: Elemental (Air)
Size: Medium
Racial Weakness: Earth
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Auran (free),Battle Flag, Thieves Cant
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart Adventuring Company
Primary Class: Combat
Secondary Class: Arcane
Profession (Primary): Swashbuckler
Class Bonus: Extra 1d, 1/combat
Dice: 2d60
HP: 32 (Half Dice = 30 , Endurance = 1, Willpower = 1, Diehard = 0, Brutish Durability = 0)
DDC: 18 (10 + 8 Quickness)
Traits:
Strength [3]
Quickness [8]
Endurance [1]
Willpower [1]
Intelligence [3]
Perception [2]
Charisma [2]
Flaws:
Curiosity-You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Distinctive-You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Phobia (Caves and underground passages)- A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken.
Skills:
(class) Acrobatics- +5 to all Acrobatics Checks
(class) Corsair Prowess +3 to strike when dual wielding
(class) Not Left handed- Dual wielding
(racial) Full Immunity (Air)
(racial) Poison/Venom Immunity
(racial) Safe Path- The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
(combat) Combat Affinity
(flavor crystal) Old Salt- You cannot get seasick. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
(flavor crystal) Daredevil Athlete-You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
FLAVOR
(CC)
(flavor crystal) Knowledge (c: Oceanography t: Architecture & Engineering a: Martial Arts s:Medicine) +10 t0 knowledge checks pertaining to underwater life, fishing, sailing, navigation; buildings, bridges, man-made creations, aqueducts, fortifications; fighting styles, combat; diseases, anatomy, illnesses
(flavor topaz) Entrepeneur- (2d250) 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
(Flavor Amber) Perfect Strike- Once per combat, you may roll your Strike twice and take the best roll. If both are hits, you still may only use one of them to determine the hit.
COMBAT
(CC)
(Flavor sapphire) Legendary Booty: Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items).
Prerequisites: Swashbuckler (Primary)
FLAVOR
(3rd flaw extra skill) Magical Affinity-You have innate or learned magic ability. You cannot use magic in OH without this skill.
(free Arcane skill) Double Invocation : You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is a constant skill.
Prerequisite: Magical or Psionic Affinity
COMBAT
(crystal) Easy Reload- Load and fire in one gun in same round as attack
(crystal) 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.
(crystal) Alert- +5 to Spot and Listen Checks
(crystal) Point Blank Shot- close combat your ranged weapon gets a +1 to damage
(crystal) Self-Healing- 14 You are able to heal yourself in some way, shape or form
(topaz) Sword and Pistol- You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons.
(topaz) Constant cover- A swashbuckler can always find cover, no matter the situation. Once per combat, a swashbuckler can use this cover to block the damage of an attack.
Prerequisites: Swashbuckler (Primary)
DEFENSE - Evade
(topaz) Animal Companion- Raven named Cato
Shared vigilance-Whenever you are within 5 feet of your companion, you both gain a +1 to Spot, Listen, and Search Checks.
(amber) 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.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
(CC - Acrobatic)
(amber) Swordsman's folly- The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed).
Prerequisite: Use a gunpowder weapon.
(amber) Dirty trickster- You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat
COMBAT
(sapphire)Spell Combatant : You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. You still base strike and damage off your melee weapon or tech. This is a constant effect. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(sapphire)Prerequisites: Magical or Psionic Affinity, Amber Rank
Arcane Warrior : This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT), but not both every round. This is an innate skill.
Prerequisites: Spell Combatant, Arcane Class, Sapphire Rank
COMBAT
(sapphire)En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
Prerequisites: Swashbuckler or Swordmaster, Sapphire Rank
COMBAT
(V - Sapphire Rank)
(teamwork) OPEN
Gear:
Borrowed-(B)
Armor:
Armored Ink- (Torso) +13 Def ☼☼☼☼☼
-Slick 500gp ☼
This ink enhancement allows you how to wriggle and squirm with the best of them and gives a +5 against any checks to escape from binds and chains.
Sash of Comfort [Waist]
This normal sash has been enchanted with the Adaptations spell that will allow it's wearer to adapt to the world around him. This means he will be able to breath in smoke or under water as well as remain cool when it's hot and vice versa.
Twinkle-Toe Pirate Boots [Feet]
These fashionable leather boots have been specifically fashioned and cobbled for Spyder Tempestus and given an enchant that will work with his natural acrobatic grace to increase his coordination as long as he's wearing them, providing a +5 boost to all acrobatic checks.
Trenchcoat of Nodirtonmi [Back]
This finely tailored trenchcoat has been made specifically for Spyder Tempestus to fit snugly upon his body and enchanted to offer a resistance of +5 to any earth based elemental attacks that come his way.
Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
[Worth: 6,500gp]
Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Bag of Holding
10 magical slot backpack for own items.
Contents:
Cooperative Manacles [Magic Item]
These tight iron cuffs can fit over the wrists of any Large size or smaller humanoid. When placed on a captive or pinned humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 15 Willpower saving throw.
[Worth: 4000gp]
Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000gp]
Black Dragon New Years Rocket
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.
Weapon:
Chainsaw Sawtooth Saber [1d8] [Weapon] ☼ (10,500gp)(B)
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day.
Flintlock Pistol [1d8] 6000gp
Upon pulling the firearm's trigger, the pan containing the black powder is exposed and a piece of flint scraped above it. The resulting sparks ignite this priming, causing the weapon to fire. This elegantly simple weapon is favored by gunsmiths and is often heavily personalized and elaborately decorated. Flintlocks are the rarest of guns in our world, they are considered the cutting edge of gunsmithing technology. Often, aristocrats purchase them in a set, for dueling.
-Distance 2,000gp | 500gp | ☼
This is placed on ranged weapons and doubles the range increment of that weapon.
Dragon Pistol [1d8] 5500gp
Like a miniature blunderbuss, the dragon pistol fires pellets or one bullet from its flared barrel. The dragon pistol fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. For ammunition, a dragon pistol uses a bullet or group of pellets and a single dose of black powder, or else a single alchemical cartridge (with either bullets or pellets) as ammunition.
-Unerring Accuracy 5,000gp | 1250gp | ☼ ☼
This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Ammunition:
Item Crafted: Enchanted Bullets (fire) (10 bullets) ||
Item Crafted: Enchanted Bullets (acid burst) (10 Bullets) ||
Item Crafted: Enchanted Bullets (ice) (10 Bullets) ||
Item Crafted: Enchanted Bullets (electricity) (10 bullets) ||
Item Crafted: Holy Bullets (10 Bullets) ||