Post by behrleif on Dec 13, 2016 18:31:53 GMT -5
Personal Information
Basics:
Name: Solace
Screen Name: ofruggedways
Reputation: 4.5
Alignment: Chaotic Good
Race: Lycanthrope/Fox
Racial Weakness: Silver (2x Dmg)
Gender: Male
Age: 22
Country of Origin: Kir'Viir
Languages: Common, Elven, Common Sign
Elven Description:
Hair/Eyes: Black/Dark Hunter Green
Weight: 106lbs
Height: 5'11
Body Type: Athletic
Beastial Hybrid Description:
Height: 5'11
Weight: 115lbs
Appearance: Overall black and gray arctic fox appearance with an upright, two legged, two armed build.
Astrology:
Birthday: : February 9th
Sign: Basilisk
Lucky Bonus: Pass one insight check/day
Under: Crescent Moon, +1 to Insight
Flaws:
Mute
Quirks:
Comfort Object: A black worry stone.
Scar: Right hand has a burn scar on the lower palm that wraps around to the wrist.
Battle Stats
Traits:
Strength [0]
Quickness [1]
Endurance [0]
Willpower [3]
Intelligence [12]
Perception [0]+1*= 1
Charisma [0]
* Bitten Boon
Rank Stats:
Experience: 184
Rank: Amber Shield
Dice: 2d58
HP: 58
DDC: 11
Rezzes: 5/5
Tower Run
Floor: 6
Tokens: 3000
Classes and Professions
Primary Class:
Arcane
Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16.
Primary Profession:
Psion
Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Secondary Class:
Bonus:
Secondary Profession:
Bonus:
Weapon
Name:
Type:
Upgrades:
Armor and Worn Affects
Head/Headband:
Face/Eyes:
Arachnid Goggles: Eyes
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
Neck:
Shape Shifter's Medallion: This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Torso/Body:
Armor:
Chameleon Robe [Armor] ☼ : +4 Def
This armored robe +4 DEF is worn in the Armor Slot. It appears as muted mottled colors, that shifts to blend into the background. It grants a +3 to Stealth Checks, but if you are not wearing anything in your cloak slot the bonus goes up to +5.
Cloak/Shoulders:
Gunman's Duster: This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
Waist:
Legs:
Arms/Wrist:
Hands:
Gauntlets of Mindblade Extension: Mindblade becomes 2d6
(Mindblade Skill)These dark brown leather gloves only work with a mindblade. When worn, at any given time for as long as you choose you may choose to shift your one-handed mindblade into a two-handed mindblade, doubling the dice. For instance, a mindblade that is normally 1d6 that becomes a two-handed weapon is now 2d6.
Feet:
Body Modification:
Rings:
1.
2.
Pack Items
Consumables
1. 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.
2. Full Heal Potion (3-Use) x2
3.
4.
5.
Magical Items
1. Rod of Hidden Light:
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
2. Book of Cantrips:
(Magical or Psionic Affinity Only)
This small book of cantrips has a cover made out of raw adamantine. It contains no actual pages, instead making use of illusory script. Thus it always opens to the intended page. You may use as many cantrips a day as your INT bonus.
Cantrips:
1. Detect Poison: Detect poison in one individual.
2. Light: Cause object to shine like a torch.
3. Mage Hand: 5lb telekinesis.
4. Mending: Make minor repairs on one object.
5. Create Water: Create 2 gallons per gemstone rank of fresh water.
6. Whispering Wind: Send a message 1 mile per gemstone rank by whispering
7. Resize: Alter one non-magical clothing or armor to fit a different size creature.
8. Arcane Mark: Inscribes personal mark on objects.
9. Open/Close: Opens or closes small things.
10. Heal: Heals up to 5hp.
3. Tree Fort:
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
4. Enhanced Wand of Ice: 2d5 (10 Charges)
5.
Mundane Items
Spell Parchment (book)
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 5,500gp]
Items in Storage
Skills
Racial
Beastial Fury: +5 Dmg when in Beast form
A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
Prerequisites: Shapeshifting
Flow of Aura:
The fox gains a perception for the feel of a place, its general bent and any psychic residue left on an area by strong emotion. Births, deaths, sicknesses, joys and other such emotions may be sensed. Work with the DM for what your character would know.
ShapeShifting
Flavor
Empathy:
You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
Prerequisite: Psionic Affinity
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
Mage Hand: Move less than 5lbs within 15 feet
Mind Over Body: INT over END to HP
Nightmareish Mind: +3 against madness/insanity checks
Telepathy:
You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Combat
Eldritch Focus: +1/2 INT to Atk
This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is a constant skill.
Innate Spell: Detonate
You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Mindblade:
A psion or spellborn can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a longsword and is wielded in one hand. The wielder may decide what trait to use with this blade, whether INT for magic, or STR or QCK (Dex Fighter) for it being a weapon. If you dual wield, the trait for both weapons is decided by the main weapon. In other words, you cannot use STR for dmg for one, and INT for damage for the other. The blade deals 1d6 points of damage upon creation, but the damage increases with your rank. This is an innate skill.
Amber: 1d7
Sapphire: 1d8
Emerald: 1d9
Ruby: 1d10
Obsidian: 1d11
Diamond: 1d12
Mindblade Enhancement:
At Amber rank, a psion gains the ability to enhance his mind blade as one would go about enhancing a normal weapon. This allows them to add Five Points of enchantments to the mindblade in whatever fashion that is allowed for normal weapons. Your mindblade at this time can also be paragoned. This is a constant skill.
Miscellaneous
Brutish Durability: +3 HP per rank, Crystal (+12)
Diehard: +5 HP
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.
Inertial Armor: +3 mun/mag Dmg
Your mind generates a field of protective energy around you. This inertial armor grants them a +3 boost to magical and mundane defense throughout combat. At Emerald, the defense improves to +4, at Obsidian to +5, and at Diamond to +6 DEF. This is a constant skill.
Iron Will: +2 WLP
You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
Point Blank Spells: +2 Dmg in close combat
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.
Psicrystal:
Personality: Joyful (+2 Gather Info)
Spell: Psychogenic Shield
Language Spoken: Common
A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp.
Of Rugged Ways: I'm gonna roll for the psycrystal real quick
Path Rewritten: ( Go for it )
OnlineHost: Of Rugged Ways rolled 1 20-sided die: 19
Psionic Affinity
Self Healing: Heal 14 HP
You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Tactician's Sense: Use INT over QCK on strikes
Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
Registered Spells
Total Number of Spells: 14
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Conflagration: +8 1x or +2 Con
(Evocation [fire]) You grin as this gruesome spell explodes in a fiery burst, setting your target on fire, incinerating their hair, clothing, and one layer of flesh at a time – slowly roasting them alive.
AoE Attacks
Save: Yes (One-time attack)
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Detonate: +4/3 NPCs
You flood yourself with a potent surge of elemental energy (choose acid, cold, electricity or fire), which then explodes from your body.
Electric Arc: +4/3 NPCs
(Evocation) This causes small flashes of lightning to erupt from the caster's fingertips to strike one or more opponents.
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Twisted Space:
(Transmutation) You distort the space around a creature, twisting the path of its attack back upon itself.
Weaken: Dice Sides
Weaken: Dice Sides spells cause an enemy's dice sides. This lasts either one round, or a "constant" meaning through the rest of one combat.
Save: Yes
Dice Sides / One Round or Constant
Amber: -8 or Constant -4
Sapphire & Emerald: -12 or Constant -6
Ruby: -16 or Constant -8
Obsidian: -20 or Constant -10
(Alternate) Obsidian: Lose 1d of Dice 1 Round
Psychic Crush: -8 1x or -4 con
A telepathic stab into your opponent's mind causes them to weaken for one round, or constant.
Strengthen: Dice Sides
This allows you to boost you or your ally's dice sides. This lasts either one round, or a "constant" throughout the rest of combat. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Dice Sides / One Round or Constant thru combat
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Battle Trance: Extra 1d4 during combat
(Enchantment/Mind Effect) You are transformed into a single-minded force of destruction. You gain a constant boost to dice sides.
Strike Boosts or Lessens
Save: No
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Forceful Yank: Constant +2 to strike
(Psionic/Force) You wrap a telekinetic fist around your opponent, and pull them onto your waiting blade. This grants you accuracy during battle. (Strike Boost)
Lullaby: Constant -2 to strike
(Enchantment/Mind Effect) Your spell causes the target to get drowsy, making them less able to strike you in combat. (Strike Lessen)
Holds
A hold spell causes your target to lose a turn of combat in some fashion. Depending on your hold description, targets may be immune. I.E. If your hold causes a creature to fall asleep, and your target is Immune to Sleep, it will fail.
Save: Yes; Targets get a save EVERY ROUND they are held to break free.
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Daze: Holds for 2 rounds
(Enchantment/Mind Effect) Your target's mind is clouded so that it takes no action. This is not considered a 'stun' but it does cause them to lose as many turns as per the chart by gemstone.
AoE Holds
A AoE Hold spell targets a group of enemies causing them to lose a turn of combat in some fashion. Depending on your hold description, some targets may be immune. See above for an example.
Save: Yes, Targets get a save EVERY ROUND they are held to break free.
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Mass Hold: 1 round/3 NPCs
(Enchantment/Mind Effect) The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech.
Combat Effects
Combat effects are spells cast in combat that affect your enemies or allies in some way, or your own equipment. If you are creating an effect that needs a range, use the chart below and work with your DM.
Save: Depends
Duration: A Combat Effect spell lasts for one combat unless it states otherwise.
Ranges:
Amber: Range 100ft
Sapphire: Range 150ft
Emerald and Ruby: Range 200ft
Obsidian: Range 250ft
Spell Turn: Reflect, 100 feet
This spell stops a non-damaging regged spell (such as a Hold, or a Weaken) in its tracks, and turns the arcane energy right back to the caster, causing them to be hit with the spell instead. The new target must pass the spell save of the original caster or suffer the effects.
Defense Boosts
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Psychogenic Shield: +4 to DEF throughout combat
(Force) You knit together a small pane of telekinetic energy that assist you in defense, either one-time or constant.
Defense Absorb
Save: No
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Force Skin: Absorbs 7 Dmg
(Evocation) Force Skin weaves a protective layer of invisible force around the casters skin, that absorbs damage.
Evades
Evades allow you to take less damage from one attack.
Save: No
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Howling Gust: Evade 1/2 damage 1/combat
A gust of howling wind encircles your target, moving them physically out of the way of an incoming attack. Spell Crash: Evade 1/2 damage 1/combat
(Abjuration) You create a discordant blast of energy that disrupts the target's magical attack, evading some (or all) of the damage.
Basics:
Name: Solace
Screen Name: ofruggedways
Reputation: 4.5
Alignment: Chaotic Good
Race: Lycanthrope/Fox
Racial Weakness: Silver (2x Dmg)
Gender: Male
Age: 22
Country of Origin: Kir'Viir
Languages: Common, Elven, Common Sign
Elven Description:
Hair/Eyes: Black/Dark Hunter Green
Weight: 106lbs
Height: 5'11
Body Type: Athletic
Beastial Hybrid Description:
Height: 5'11
Weight: 115lbs
Appearance: Overall black and gray arctic fox appearance with an upright, two legged, two armed build.
Astrology:
Birthday: : February 9th
Sign: Basilisk
Lucky Bonus: Pass one insight check/day
Under: Crescent Moon, +1 to Insight
Flaws:
Mute
Quirks:
Comfort Object: A black worry stone.
Scar: Right hand has a burn scar on the lower palm that wraps around to the wrist.
Battle Stats
Traits:
Strength [0]
Quickness [1]
Endurance [0]
Willpower [3]
Intelligence [12]
Perception [0]+1*= 1
Charisma [0]
* Bitten Boon
Rank Stats:
Experience: 184
Rank: Amber Shield
Dice: 2d58
HP: 58
DDC: 11
Rezzes: 5/5
Tower Run
Floor: 6
Tokens: 3000
Classes and Professions
Primary Class:
Arcane
Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16.
Primary Profession:
Psion
Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Secondary Class:
Bonus:
Secondary Profession:
Bonus:
Weapon
Name:
Type:
Upgrades:
Armor and Worn Affects
Head/Headband:
Face/Eyes:
Arachnid Goggles: Eyes
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
Neck:
Shape Shifter's Medallion: This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Torso/Body:
Armor:
Chameleon Robe [Armor] ☼ : +4 Def
This armored robe +4 DEF is worn in the Armor Slot. It appears as muted mottled colors, that shifts to blend into the background. It grants a +3 to Stealth Checks, but if you are not wearing anything in your cloak slot the bonus goes up to +5.
Cloak/Shoulders:
Gunman's Duster: This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
Waist:
Legs:
Arms/Wrist:
Hands:
Gauntlets of Mindblade Extension: Mindblade becomes 2d6
(Mindblade Skill)These dark brown leather gloves only work with a mindblade. When worn, at any given time for as long as you choose you may choose to shift your one-handed mindblade into a two-handed mindblade, doubling the dice. For instance, a mindblade that is normally 1d6 that becomes a two-handed weapon is now 2d6.
Feet:
Body Modification:
Rings:
1.
2.
Pack Items
Consumables
1. 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.
2. Full Heal Potion (3-Use) x2
3.
4.
5.
Magical Items
1. Rod of Hidden Light:
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
2. Book of Cantrips:
(Magical or Psionic Affinity Only)
This small book of cantrips has a cover made out of raw adamantine. It contains no actual pages, instead making use of illusory script. Thus it always opens to the intended page. You may use as many cantrips a day as your INT bonus.
Cantrips:
1. Detect Poison: Detect poison in one individual.
2. Light: Cause object to shine like a torch.
3. Mage Hand: 5lb telekinesis.
4. Mending: Make minor repairs on one object.
5. Create Water: Create 2 gallons per gemstone rank of fresh water.
6. Whispering Wind: Send a message 1 mile per gemstone rank by whispering
7. Resize: Alter one non-magical clothing or armor to fit a different size creature.
8. Arcane Mark: Inscribes personal mark on objects.
9. Open/Close: Opens or closes small things.
10. Heal: Heals up to 5hp.
3. Tree Fort:
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
4. Enhanced Wand of Ice: 2d5 (10 Charges)
5.
Mundane Items
Spell Parchment (book)
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 5,500gp]
Items in Storage
Skills
Racial
Beastial Fury: +5 Dmg when in Beast form
A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
Prerequisites: Shapeshifting
Flow of Aura:
The fox gains a perception for the feel of a place, its general bent and any psychic residue left on an area by strong emotion. Births, deaths, sicknesses, joys and other such emotions may be sensed. Work with the DM for what your character would know.
ShapeShifting
Flavor
Empathy:
You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
Prerequisite: Psionic Affinity
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
Mage Hand: Move less than 5lbs within 15 feet
Mind Over Body: INT over END to HP
Nightmareish Mind: +3 against madness/insanity checks
Telepathy:
You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Combat
Eldritch Focus: +1/2 INT to Atk
This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is a constant skill.
Innate Spell: Detonate
You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Mindblade:
A psion or spellborn can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a longsword and is wielded in one hand. The wielder may decide what trait to use with this blade, whether INT for magic, or STR or QCK (Dex Fighter) for it being a weapon. If you dual wield, the trait for both weapons is decided by the main weapon. In other words, you cannot use STR for dmg for one, and INT for damage for the other. The blade deals 1d6 points of damage upon creation, but the damage increases with your rank. This is an innate skill.
Amber: 1d7
Sapphire: 1d8
Emerald: 1d9
Ruby: 1d10
Obsidian: 1d11
Diamond: 1d12
Mindblade Enhancement:
At Amber rank, a psion gains the ability to enhance his mind blade as one would go about enhancing a normal weapon. This allows them to add Five Points of enchantments to the mindblade in whatever fashion that is allowed for normal weapons. Your mindblade at this time can also be paragoned. This is a constant skill.
Miscellaneous
Brutish Durability: +3 HP per rank, Crystal (+12)
Diehard: +5 HP
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.
Inertial Armor: +3 mun/mag Dmg
Your mind generates a field of protective energy around you. This inertial armor grants them a +3 boost to magical and mundane defense throughout combat. At Emerald, the defense improves to +4, at Obsidian to +5, and at Diamond to +6 DEF. This is a constant skill.
Iron Will: +2 WLP
You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
Point Blank Spells: +2 Dmg in close combat
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.
Psicrystal:
Personality: Joyful (+2 Gather Info)
Spell: Psychogenic Shield
Language Spoken: Common
A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp.
Of Rugged Ways: I'm gonna roll for the psycrystal real quick
Path Rewritten: ( Go for it )
OnlineHost: Of Rugged Ways rolled 1 20-sided die: 19
Psionic Affinity
Self Healing: Heal 14 HP
You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Tactician's Sense: Use INT over QCK on strikes
Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
Registered Spells
Total Number of Spells: 14
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Conflagration: +8 1x or +2 Con
(Evocation [fire]) You grin as this gruesome spell explodes in a fiery burst, setting your target on fire, incinerating their hair, clothing, and one layer of flesh at a time – slowly roasting them alive.
AoE Attacks
Save: Yes (One-time attack)
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Detonate: +4/3 NPCs
You flood yourself with a potent surge of elemental energy (choose acid, cold, electricity or fire), which then explodes from your body.
Electric Arc: +4/3 NPCs
(Evocation) This causes small flashes of lightning to erupt from the caster's fingertips to strike one or more opponents.
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Twisted Space:
(Transmutation) You distort the space around a creature, twisting the path of its attack back upon itself.
Weaken: Dice Sides
Weaken: Dice Sides spells cause an enemy's dice sides. This lasts either one round, or a "constant" meaning through the rest of one combat.
Save: Yes
Dice Sides / One Round or Constant
Amber: -8 or Constant -4
Sapphire & Emerald: -12 or Constant -6
Ruby: -16 or Constant -8
Obsidian: -20 or Constant -10
(Alternate) Obsidian: Lose 1d of Dice 1 Round
Psychic Crush: -8 1x or -4 con
A telepathic stab into your opponent's mind causes them to weaken for one round, or constant.
Strengthen: Dice Sides
This allows you to boost you or your ally's dice sides. This lasts either one round, or a "constant" throughout the rest of combat. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Dice Sides / One Round or Constant thru combat
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Battle Trance: Extra 1d4 during combat
(Enchantment/Mind Effect) You are transformed into a single-minded force of destruction. You gain a constant boost to dice sides.
Strike Boosts or Lessens
Save: No
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Forceful Yank: Constant +2 to strike
(Psionic/Force) You wrap a telekinetic fist around your opponent, and pull them onto your waiting blade. This grants you accuracy during battle. (Strike Boost)
Lullaby: Constant -2 to strike
(Enchantment/Mind Effect) Your spell causes the target to get drowsy, making them less able to strike you in combat. (Strike Lessen)
Holds
A hold spell causes your target to lose a turn of combat in some fashion. Depending on your hold description, targets may be immune. I.E. If your hold causes a creature to fall asleep, and your target is Immune to Sleep, it will fail.
Save: Yes; Targets get a save EVERY ROUND they are held to break free.
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Daze: Holds for 2 rounds
(Enchantment/Mind Effect) Your target's mind is clouded so that it takes no action. This is not considered a 'stun' but it does cause them to lose as many turns as per the chart by gemstone.
AoE Holds
A AoE Hold spell targets a group of enemies causing them to lose a turn of combat in some fashion. Depending on your hold description, some targets may be immune. See above for an example.
Save: Yes, Targets get a save EVERY ROUND they are held to break free.
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
Mass Hold: 1 round/3 NPCs
(Enchantment/Mind Effect) The subjects become paralyzed and freeze in place. They are aware and breathe normally but cannot take any actions, even speech.
Combat Effects
Combat effects are spells cast in combat that affect your enemies or allies in some way, or your own equipment. If you are creating an effect that needs a range, use the chart below and work with your DM.
Save: Depends
Duration: A Combat Effect spell lasts for one combat unless it states otherwise.
Ranges:
Amber: Range 100ft
Sapphire: Range 150ft
Emerald and Ruby: Range 200ft
Obsidian: Range 250ft
Spell Turn: Reflect, 100 feet
This spell stops a non-damaging regged spell (such as a Hold, or a Weaken) in its tracks, and turns the arcane energy right back to the caster, causing them to be hit with the spell instead. The new target must pass the spell save of the original caster or suffer the effects.
Defense Boosts
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Psychogenic Shield: +4 to DEF throughout combat
(Force) You knit together a small pane of telekinetic energy that assist you in defense, either one-time or constant.
Defense Absorb
Save: No
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Force Skin: Absorbs 7 Dmg
(Evocation) Force Skin weaves a protective layer of invisible force around the casters skin, that absorbs damage.
Evades
Evades allow you to take less damage from one attack.
Save: No
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Howling Gust: Evade 1/2 damage 1/combat
A gust of howling wind encircles your target, moving them physically out of the way of an incoming attack. Spell Crash: Evade 1/2 damage 1/combat
(Abjuration) You create a discordant blast of energy that disrupts the target's magical attack, evading some (or all) of the damage.