Post by rageofnocturne@aol.com on Apr 11, 2017 15:25:32 GMT -5
Enak Diamondback/ 2d5/ Topaz Adept/ HP-15/ DC-16/ Support/ Flaws: Bad Reputation, Dislike of Nobility, Easily Charmed/ Weakness: Silver/ Teamwork: None//
Name: Enak Diamondback
Screen Name: rageofnocturne
Alignment: Neutral Evil
Languages: Common, Serpentine, Vishkanya, Feral
Country of Origin:Taifera (Offworld)
Birthday:
Current Rank:Topaz Adept
Current Dice: 2d40
Current Hit Points:215(Base = 15 , Endurance = 0, Willpower = 0)
Defense DC:16 (10 + Quickness )
Defense: 20 mun 18 magical
Traits
Strength Quickness Endurance Willpower Intelligence Perception Charisma
5 6 0 0 0 0 0
Talents & Tactics
Talents: Autopass 1 insight/day, Autopass 1 spot/day, Auto detect traps
Primary Class:Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Lycanthrope ( Weresnake )
Racial Weakness (if applicable):Silver
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Bestial Fury : 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.
Racial Skill: Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Racial Skill: Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.] This is an innate skill.
Flavor: Underwater Breather : You are able to breathe underwater. This is an innate skill.
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor: Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
1. Alert : You gain a +5 to Spot and Listen Checks.
2. Razortusk : You may make a bite attack instead of using weapons or unarmed techs on your turn, doing 1d8 damage plus your Strength bonus (or pertinent trait, such as QCK if you have Dex Fighter) as well as your combat dice. You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
3. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
4. Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
5. 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.
6. (flaw) Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
7. (support) Master of Poisons : Your prowess with poisons is legendary. You cannot poison yourself, even if you roll a Critical Fail on your strike using poisons. You are able to apply poisons as a quick action, enabling you to make an attack the same round your poison is applied instead of taking up a turn to apply poisons. This is a constant skill.
8.(support) Treasure Hunter : This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest.
9. f. topaz)Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
10. topaz) Lockpicking : You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
11.topaz) Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
12.topaz) Improved Poisonmaking : This skill add +2 to the DC of your poisons. Your poisons will also be improved, each poison's improvement is listed.
13. rogue) Knock Out Blow - A rogue may use their Primary Strike to knock out an opponent for one round only, once per combat, instead of dealing damage if they are successful in hitting their target.
Flaws:
Dislike of Nobility
You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
Penalty: When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
Weapons with dice effects / enchantments:
Primary Weapon: Two-Handed Unarmed Attack "Nightmare" [2d7]
/He constricts himself upon his opponent slowly crushing them with his powerful body./
Secondary Weapon: Venom Fangs [Weapon]
As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage.
[Worth: 1,500gp]
Ranged Weapon:
Hidden Weapon: Spectral Sword ☼ ☼ ☼ ☼ ☼
Fashioned from the bone of a creature that died violently, this appears just to be a sword hilt made of bone. When grasped by a creature, a "blade" of shadowstuff appears that does 1d6 damage. This "blade" can be used against incorporeal creatures, and the damage inflicted by the shadowy blade is cold-based.
[Worth: 13,000gp]
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Frost weapons do extra damage to creatures with a weakness to cold.
Phantom: This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Shadow Reach: A shadowreach weapon can reach through your own shadow to catch foes off guard. Once per combat, you can activate the enchantment and gain 6 feet to the reach of your weapon. The target is denied their Quickness bonus to their Defense DC for this attack, making their DC10.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband: Such as headband, hat, helmet, circlet, crown. Arachnid's Fang Earring [Head]
This black web-shaped earring, when worn, gifts the person wearing it immunity to venoms and poisons. If you already have immunity to poisons (via skill or loot item), it allows you to gain immunity to even rare or magical poisons. It also allows you to pass one Spot Check per adventure without having need to roll.
[Worth: 12,500gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Armor: +7 def magical and mundane
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Shadowskin Bodysuit
This very tight-fitting garment is made of shadowskin. It was specifically created for the wearer so that they could hide in plain sight. Wearing the suit also grants a +5 bonus on Hide checks within the shadows. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, or bandoleers, on top of it.
Armor: Such as armor, or robe, or armored ink. Plated Leather [+11 mun and magical]
Magically Warded
This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Shifter ☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Disguising☼
This enchant allows the user to alter his or her entire armor to perfectly match any outfit to which they have been in close vicinity, mimicking even the scents and faults in the outfit they switch to. This adds +5 to Disguise Self checks.
Shadow ☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks.
Move Silent ☼
This armor is well oiled, and even magically enhanced if you so desire causing it to make little to no noise and even dampens the sound around it, giving you a bonus to Stealth/Move Silent checks by +3.
Prestidigitation☼
This armor is articulated just so to allow for more amble and precise movements to allow for better control of hand eye coordination, giving you a bonus to Rogue Checks by +3.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Battlecloak of the Mitani Knight
This voluminous emerald green cloak is trimmed in gold thread, and has two clasps in the form of golden disks with the crest of the royal Mitani family, Angevin, as well as emerald chips. This cloak grants a +3 DEF, and a +1 to all saves, and allows you to store one small item in each of the clasps.
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Waist: Such as a belt or scarf, or girdle. 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]
Legs: Such as pants, tights, stockings.
Arms/Wrist: Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers Boots of Stealth
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
Body Mod: Tattoos, brands, scarifications, piercings.
Beastly Ink x3: This
tattoo resembles either stylistically or realistically any one animal the person
wishes. Animal only, not magical creatures, or aberrations, etc. It can be
anything from a rat, to an eagle, to a bear, a spider, a butterfly, a wolf, etc.
This allows you to shift into this animal once a day, for as long as you wish.
You do not gain any special attacks or capabilities as the animal except what
naturally occurs such as breathing underwater as a fish, flying as an eagle,
burrowing as a gopher.
BumbleBee: Turns into a bee, gains ability to fly (only as a bee)
Sugar Glider: Turns into a sugar glider. Gains the ability to see in the dark and glide (only as a sugar glider)
Fish: Turns into a fish. Gains the ability to breath and survive underwater (only as a fish)
Rings: (Up to two active)
1. Shapeshifters Medallion (Ring)
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 slot items to meld into the shapeshifter's body,but allows all enchantments to still work in shifted form.
2. Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
Free: Obsidian Heart Insignia: This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Free: Obsidian Heart Insignia: This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots
1.Agony Sais [Weapon] ☼ ☼
(Must have Dual-Wield)
Both sais are identical, being crafted so the inner blade resembles a serpent. Green leather covers the handle and the tines are fashioned to look like recoiling vipers, fangs bared. They always come in pairs, and function as silver sais (1d3 each). Once per combat, when you strike a living creature with both sais in the same round, you can choose to leave one or both buried in her opponent's flesh, wracking the opponent with terrible pain. Such targets take an extra 1d6 damage for each sai left in the flesh. It takes one round to remove one sai.
2.Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer candeliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500gp]
3.Rogue’s Toolkit:
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
4. Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000gp]
5.
6.
7.
8.
9.
10.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
--Age: 130
--Height: 6'2
--Weight: 168 lbs
--Body Type: Athletic
--Eyes: Cyan with triple orbed slit pupils
--Hair: Brown
--Gender: Male
Snake form
--Length: 15'7"
--Weight: 26lbs
Name: Enak Diamondback
Screen Name: rageofnocturne
Alignment: Neutral Evil
Languages: Common, Serpentine, Vishkanya, Feral
Country of Origin:Taifera (Offworld)
Birthday:
Current Rank:Topaz Adept
Current Dice: 2d40
Current Hit Points:215(Base = 15 , Endurance = 0, Willpower = 0)
Defense DC:16 (10 + Quickness )
Defense: 20 mun 18 magical
Traits
Strength Quickness Endurance Willpower Intelligence Perception Charisma
5 6 0 0 0 0 0
Talents & Tactics
Diplomacy +0 | Intimidate +5 | Bluff +0 | Disguise +5 | Stealth +14 | Insight +5 |
Spot +7 | Listen +7 | Athletics +5 | Climb +5 | Jump +5 | Swim +5 |
Acrobatics +11 | Tumble +6 | Balance +6 | Disable +16 | Lockpicking +16 | Thievery +6 |
Locate Trap +0 | Escape +6 | Sleight +6 | Appraise +0 | Gather Info +5 | Move Silent +14 |
Ride +6 | Rogue +9 | Use Object +6 | Search +7 | Hide +11 or 16 | Willpower +1 |
Talents: Autopass 1 insight/day, Autopass 1 spot/day, Auto detect traps
Primary Class:Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Lycanthrope ( Weresnake )
Racial Weakness (if applicable):Silver
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Bestial Fury : 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.
Racial Skill: Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Racial Skill: Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.] This is an innate skill.
Flavor: Underwater Breather : You are able to breathe underwater. This is an innate skill.
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor: Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
1. Alert : You gain a +5 to Spot and Listen Checks.
2. Razortusk : You may make a bite attack instead of using weapons or unarmed techs on your turn, doing 1d8 damage plus your Strength bonus (or pertinent trait, such as QCK if you have Dex Fighter) as well as your combat dice. You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
3. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
4. Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
5. 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.
6. (flaw) Poisonmaking and Use : The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
7. (support) Master of Poisons : Your prowess with poisons is legendary. You cannot poison yourself, even if you roll a Critical Fail on your strike using poisons. You are able to apply poisons as a quick action, enabling you to make an attack the same round your poison is applied instead of taking up a turn to apply poisons. This is a constant skill.
8.(support) Treasure Hunter : This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest.
9. f. topaz)Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
10. topaz) Lockpicking : You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
11.topaz) Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
12.topaz) Improved Poisonmaking : This skill add +2 to the DC of your poisons. Your poisons will also be improved, each poison's improvement is listed.
13. rogue) Knock Out Blow - A rogue may use their Primary Strike to knock out an opponent for one round only, once per combat, instead of dealing damage if they are successful in hitting their target.
Flaws:
Bad Reputation
You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The reputation may or may not be accurate, but in either case, word travels faster than you do.
Penalty: You suffer a -2 penalty to all Charisma-based checks. In addition, when checks are made to influence NPC attitudes, you can never attain a rating higher than Friendly, no matter how well you roll or how long you've known someone.
You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The reputation may or may not be accurate, but in either case, word travels faster than you do.
Penalty: You suffer a -2 penalty to all Charisma-based checks. In addition, when checks are made to influence NPC attitudes, you can never attain a rating higher than Friendly, no matter how well you roll or how long you've known someone.
Dislike of Nobility
You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
Penalty: When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
Weapons with dice effects / enchantments:
Primary Weapon: Two-Handed Unarmed Attack "Nightmare" [2d7]
/He constricts himself upon his opponent slowly crushing them with his powerful body./
Secondary Weapon: Venom Fangs [Weapon]
As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage.
[Worth: 1,500gp]
Ranged Weapon:
Hidden Weapon: Spectral Sword ☼ ☼ ☼ ☼ ☼
Fashioned from the bone of a creature that died violently, this appears just to be a sword hilt made of bone. When grasped by a creature, a "blade" of shadowstuff appears that does 1d6 damage. This "blade" can be used against incorporeal creatures, and the damage inflicted by the shadowy blade is cold-based.
[Worth: 13,000gp]
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. Frost weapons do extra damage to creatures with a weakness to cold.
Phantom: This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Shadow Reach: A shadowreach weapon can reach through your own shadow to catch foes off guard. Once per combat, you can activate the enchantment and gain 6 feet to the reach of your weapon. The target is denied their Quickness bonus to their Defense DC for this attack, making their DC10.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband: Such as headband, hat, helmet, circlet, crown. Arachnid's Fang Earring [Head]
This black web-shaped earring, when worn, gifts the person wearing it immunity to venoms and poisons. If you already have immunity to poisons (via skill or loot item), it allows you to gain immunity to even rare or magical poisons. It also allows you to pass one Spot Check per adventure without having need to roll.
[Worth: 12,500gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces. Amulet of Armor: +7 def magical and mundane
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. Shadowskin Bodysuit
This very tight-fitting garment is made of shadowskin. It was specifically created for the wearer so that they could hide in plain sight. Wearing the suit also grants a +5 bonus on Hide checks within the shadows. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, or bandoleers, on top of it.
Armor: Such as armor, or robe, or armored ink. Plated Leather [+11 mun and magical]
Magically Warded
This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment. This does not take up any enchantment points!
Shifter ☼
Armor that is enchanted with Shifter, allows the armor to shift with a creature into any form it takes, giving them the boost of that armor regardless of what form they are in. This includes a Druid's Shapeshifting.
Disguising☼
This enchant allows the user to alter his or her entire armor to perfectly match any outfit to which they have been in close vicinity, mimicking even the scents and faults in the outfit they switch to. This adds +5 to Disguise Self checks.
Shadow ☼
This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks.
Move Silent ☼
This armor is well oiled, and even magically enhanced if you so desire causing it to make little to no noise and even dampens the sound around it, giving you a bonus to Stealth/Move Silent checks by +3.
Prestidigitation☼
This armor is articulated just so to allow for more amble and precise movements to allow for better control of hand eye coordination, giving you a bonus to Rogue Checks by +3.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle. Battlecloak of the Mitani Knight
This voluminous emerald green cloak is trimmed in gold thread, and has two clasps in the form of golden disks with the crest of the royal Mitani family, Angevin, as well as emerald chips. This cloak grants a +3 DEF, and a +1 to all saves, and allows you to store one small item in each of the clasps.
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Waist: Such as a belt or scarf, or girdle. 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]
Legs: Such as pants, tights, stockings.
Arms/Wrist: Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers Boots of Stealth
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
Body Mod: Tattoos, brands, scarifications, piercings.
Beastly Ink x3: This
tattoo resembles either stylistically or realistically any one animal the person
wishes. Animal only, not magical creatures, or aberrations, etc. It can be
anything from a rat, to an eagle, to a bear, a spider, a butterfly, a wolf, etc.
This allows you to shift into this animal once a day, for as long as you wish.
You do not gain any special attacks or capabilities as the animal except what
naturally occurs such as breathing underwater as a fish, flying as an eagle,
burrowing as a gopher.
BumbleBee: Turns into a bee, gains ability to fly (only as a bee)
Sugar Glider: Turns into a sugar glider. Gains the ability to see in the dark and glide (only as a sugar glider)
Fish: Turns into a fish. Gains the ability to breath and survive underwater (only as a fish)
Rings: (Up to two active)
1. Shapeshifters Medallion (Ring)
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 slot items to meld into the shapeshifter's body,but allows all enchantments to still work in shifted form.
2. Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
Free: Obsidian Heart Insignia: This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Free: Obsidian Heart Insignia: This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Consumables: (Up to five types, no limit on how much of each type.)
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Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding +5 slots
1.Agony Sais [Weapon] ☼ ☼
(Must have Dual-Wield)
Both sais are identical, being crafted so the inner blade resembles a serpent. Green leather covers the handle and the tines are fashioned to look like recoiling vipers, fangs bared. They always come in pairs, and function as silver sais (1d3 each). Once per combat, when you strike a living creature with both sais in the same round, you can choose to leave one or both buried in her opponent's flesh, wracking the opponent with terrible pain. Such targets take an extra 1d6 damage for each sai left in the flesh. It takes one round to remove one sai.
2.Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer candeliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500gp]
3.Rogue’s Toolkit:
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
4. Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000gp]
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Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
--Age: 130
--Height: 6'2
--Weight: 168 lbs
--Body Type: Athletic
--Eyes: Cyan with triple orbed slit pupils
--Hair: Brown
--Gender: Male
Snake form
--Length: 15'7"
--Weight: 26lbs
Birthday: 19th of First Stock, Skyrunners Era, Year 1887
Astrological Sign: Sign of the Basilisk
--Lucky Bonus: You are a skeptic and very perceptive, you are able to pass one Insight check a day.
Astrological Sign: Sign of the Basilisk
--Lucky Bonus: You are a skeptic and very perceptive, you are able to pass one Insight check a day.
Born Under the: High Sun
You were born while the sun was high in the sky and have a strong fortitude, and undeniable presence. You are drawn to fire, and do not enjoy being cold.
--BONUS: You gain a +1 bonus to any checks that require Willpower.
You were born while the sun was high in the sky and have a strong fortitude, and undeniable presence. You are drawn to fire, and do not enjoy being cold.
--BONUS: You gain a +1 bonus to any checks that require Willpower.