Post by Deleted on Aug 8, 2013 21:32:47 GMT -5
Out of every 100 men,
Ten shouldn't even be there,
Eighty are just targets,
Nine are the real fighters, and we are lucky to have them, for they make the battle.
Ah, but the one,
One is a warrior,
And he will bring the others back.
— Heraclitus
Ten shouldn't even be there,
Eighty are just targets,
Nine are the real fighters, and we are lucky to have them, for they make the battle.
Ah, but the one,
One is a warrior,
And he will bring the others back.
— Heraclitus
Name: Ranulfr (Plundering Wolf)
Origin: Northness, Alzorc
Languages: Zorcan, Cold Tongue, Common
Sex: Male
Age: 30
Hair: brown
Eyes: Winter blue with golden shards like speckled flecks of sunlight.
Race: Human
Height: 6'4
Body Build: Lean and muscled
Modifications:
Adventure Status
Traits
Flaws
Class Info
Arsenal Carried
Vetrbíta (Winters Bite / Composite L. Bow) ***** 3d10 (Paragon/Legacy)
Adds half qck trait to dmg if CG/NG/CN
Legacy Improvement: Icy dbl dmg to those weak against cold attacks
Legacy Skill: Combat-Marksman
Exit Wound: 1d3 Dmg Xtra
Impact: 19/20 Crit Range
Distance: Doubles Range
Blessed by- Svol
Hidden Weapons:
1. Iron Will Band +2 WP
1. Rope of Climbing: 60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
2. Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed.
3. Chunk-O-Fountain (ONE USE)- This darkly veined piece of marble came from the destruction of Aris' sinister fountain in Zyon. While the majority of the evil magic has left the fountain, tiny remnants of power remain. This chunk-o-fountain will summon one creature before the power runs dry.
You may summon a bearded devil, a hellcat, an assassin vine or a hellwasp swarm - once you choose and summon, the power of the chunk is gone and it is but a reminder and token of your mission.
Your summons has 2d60 dice, 30 hit points, and 20 trait points (decide where you wish the points) and Damage Resistance 5/Good. It has no skills except what is listed below. It disappears at the end of combat, or when it's hit points are used up.
Bearded Devil - Sawtooth Glaive 1d10 / Immune Fire & Poison
Hellcat - Claws 1d8/1d8 / Invisible in Full Light
Assassin Vine - Slam 1d6 / Immune Electricity
Hellwasp Swarm - Sting 1d8 / "Inhabit" - can inhabit the body of a dead creature by crawling into it's mouth and other orifices. Any attack against the host deals half dmg to the swarm.
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Versatility: Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
Iron Will: You have extreme willpower, giving you a +1/+2/+3 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.
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.
Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Master Crafting: This skill will give a crafter a one-time +15 bonus to crafting points, and adds +5 crafting points per week that can be used for any type of crafting.
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.
Fighters Defense: A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
Neutralize Poison/Venom: The target creature has all traces of poison removed from their system.
Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
Selfhealing: 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.
Ruby - 26
Obsidian - 30
Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
Strong as An Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
Alert: You gain a +5 to Spot and Listen Checks.
Memory of Long Bottom: You have faced an impossible mission, and come back alive. Long Bottom may have been wiped off the face of Arith, but you have survived. Once per week, when you would be struck deaf by any effect, spell or item, you shrug it off and remain hearing.
Aura of Strength: You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this.
Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Battlesense: Years in the field of battle have taught you to read the small signs presented by a foe. Able to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Redirect: This move is a perfect demonstration as to the benefit of dual wielding as oppose to using a solitary weapon in combat. As the attacker charges in with their intended assault, the combatant takes one of their weapons and slides it along their opponent's. With a quick step forward and pushing their armored shoulder into it, the combatant has now effectively pinned their attacker's weapon out to the side or even against the attacker themselves. Their other hand, which is also holding a weapon, falls upon the unprotected body of their attacker. This is used to redirect an incoming attack onto the attacker or another target 1/combat.
Honor Shield: A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
Charge of the Vörðr: You have stood in the realm of the Vörðr, you have drank of their horns, warmed by their fires, heard of their stories. You have stood in the company of every hero and warrior of glory in the history of your people. You have not only seen heaven, but stood within it's borders. There is no raw excitement, no joy that can dull this feeling within you. Bolstered by what you now know to be truth, you have become more driven in your desire to be there again. At any time you charge into a fight you find a new strength and ferocity in you, allowing you to not only drive a foe back, but attack them as well ( as per Bull Rush Strike skill). Once per adventure, you may call the spirit of your ancestors to form a shield wall between you, your allies and a threat. Tucked behind this wall, no attack can find you, though, your attacks may not find the enemy either. The duration of this lasts only for one round. The effect of this is that a deep blue woad tattoo forms along the side of your neck in the shape of a shield and the images of your ancestors before you appear in shades of blue and grey.
Shield Weapon: This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning.
Buckler: 1d2
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
Sword and Board: Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may also add that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +1 to your damage as well. This is an innate skill.
Battle Rager: The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
Dual Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
Extension of Self: The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
Ruthless: When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
Greater Dual-Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll.
The Final Strike: A fighter knows the signs that a foe has suffered enough damage to be weakened considerably. The fighter takes that moment to pounce upon their adversary and deliver a deadly attack. If a foe is knocked down to half hp, you may do a coup de grace regardless if they are helpless or not.
Sunder: Once a day fighter may destroy a weapon or armor worn by a foe. The item cannot be repaired, must be bought again (legacy returns next day). Renders weapon or armor useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the attack. Only enchanted weapons can break enchanted items, only legacy can sunder legacy.
Artisan Crafting: You may take this skill if you are a craftsman of some type, allowing you to sell your non-magical items to others for gold. Pick one craft. Some examples are: Armorsmithing, Bookbinding, Bowyer, Blacksmithing, Cartography, Cobbling, Gemcutter, Jeweler, Leather Worker, Instrument Making, Seamstress, Weaponsmithing, Clockwork. You may select ONE type of skill per gemstone rank.
-- Crystal: Armorsmith -- Topaz: Weaponsmith -- Amber: Leathercrafter -- Sapphire: Bowyer/Fletcher -- Emerald: Jewelry Making -- Ruby: Masonry -- Obsidian: Carpentry
Craft Magic Item: This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others.
-- Crystal: Magical Weapons/Weapon Techs/Invocation Enchants -- Topaz: Magical Armor/Armor Techs-- Amber: Magical Jewelry -- Sapphire: Magical Clothing -- Emerald: Dragoncrafting -- Ruby: Etch Runes -- Obsidian: Wards & Mythals
Advanced Crafting: This skill gives a crafter a one-time +10 bonus to crafting points, and add +5 crafting points per week that can be used for any type of crafting skill.
Ear to the Ground: By lying down and placing your ear to the ground you are able to identify the location and distance of creatures in contact with the ground for a range of 30 feet.
Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed.
--Crystal: Deities (the deities and their legends and lore)
--Topaz: Monster Lore
--Amber: Region (Alzorc) - geography, culture, law, politics, and history of the region)
--Sapphire: Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
--Emerald: Botany (plants, fungi, sentient plants)
--Ruby: Trade Routes
-- Undead: (specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.)
Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
Evaluate Item: This allows the Thief to take a look at an item and determine its value. A d20 Appraise Check plus your Perception Bonus is rolled, with the following results.
1: No information.
2-11: Can determine the value of the item within 1000 gold.
12-16: Can determine the value of the item to within 100 gold.
17-19: Can determine the value of the item to within 50 gold.
20: Determines the exact value of the item.
Can be useful in circumstances where it would help to know the value of an item (ie: negotiations with other player characters or NPCs. If taken and stated in a selling transaction with the emporium, will give a 10% bonus to gold received. This stacks with the Fence skill.
Reputation Precedes: You are well known (either hero or villain) and that grants you one contact in whatever city/organization you wish. (Arrange with tesarikone) As you gain rank, you gain one more contact for each gemstone rank you gain after taking this skill.
Friends in Low Places: You are feared and respected throughout the seedier side of town. You gain a +3 to Intimidate while in the lower class areas of any city you've spent at least 2 weeks. With a successful DC20 Intimidate Check you receive free lodging, food and clothing for one week.
Favored Region (Alzorc, Knockskulls): You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
By the Bootstraps: Adventurers are known for their ability to succeed when everyone thought they would fail. When a rolled check fails to meet the target DC (or the opponent’s result, in the case of an opposed roll) by 5 points, he can consider the action a success, once per adventure. This success is, however, considered a marginal one with reduced effects. This must be played out at the DM's discretion; a barely achieved roll to roll out of the way of a trap might inflict the minimum possible damage for example.
Calm under Duress: A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day.
Rank: Obsidian Prime
Dice: 3d91 (AoS)
Health Points: Base: 45, Endurance +12, Willpower +8, Diehard +5, Wolf Head Tattoo+10, Wolfhead Buckle +10 = 90
Defense DC: 23
Save Against Magic: +4 Iron Will, +8 Willpower, +2 Iron Will Band, +3 Earring = 17
Traits
[Quickness*] [13][Endurance] [12][Willpower] [8]
[Intelligence] [0][Perception] [0][Charisma] [0][Strength] [0]
[Intelligence] [0][Perception] [0][Charisma] [0][Strength] [0]
Flaws
1. Intolerance: You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. Must be approved by Tesarik One. (Rumarians)
2. Rough Demeanor: You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
3. 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 (Minor Speech impediment-Slight Stutter)
Class Info
Primary Class: Combat
Class Bonus: Extra 1d Attack.
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or body part if they are unarmed (such as fists, bite, claws, headbutt, feet) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier clearly what weapon/body part it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Secondary Class: Support
Class Bonus: 2 Free Skills
Secondary Profession: Healer
Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Arsenal Carried
Brennahluti (Bruning Fate / Axe)***** 2d10 (Paragon/Legacy)
Legacy Improvement: Flaming - Extra Dmg to Creatures weak against Fire
Legacy Skill: Spiritstrike
Baneful: 1d5 xtra to Humans
Impact: Crit on a 19-20
Returning: Returns same round as thrown.
Blessed by- Zorja
Heilagr'dómr (Sacred Judgement / Axe)**** 2d10 (Paragon/Legacy)
Legacy Improvement: Holy Xtra dmg to targets weak to Holy
Legacy Skill: Holy Valor xtra +5 dmg to undead/evil aligned
Phantom: Hits incorporeal beings
Baneful: 1d5 xtra to Undead
Blessed by- Rig
Legacy Improvement: Flaming - Extra Dmg to Creatures weak against Fire
Legacy Skill: Spiritstrike
Baneful: 1d5 xtra to Humans
Impact: Crit on a 19-20
Returning: Returns same round as thrown.
Blessed by- Zorja
Heilagr'dómr (Sacred Judgement / Axe)**** 2d10 (Paragon/Legacy)
Legacy Improvement: Holy Xtra dmg to targets weak to Holy
Legacy Skill: Holy Valor xtra +5 dmg to undead/evil aligned
Phantom: Hits incorporeal beings
Baneful: 1d5 xtra to Undead
Blessed by- Rig
Dagastiarna (Day Star / H. Steel Shield) ***** 2d10 (Paragon/Legacy)
Legacy Improvement: Brilliant - Extra Dmg to creatures Weak against Radiance
Legacy Skill: Diehard: +10 HP
Returning: Returns same round as thrown.
Magebane: 1d5 xtra to those with magic affinity
Reflective: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Blessed by- Rig
Dreki-Feikn (Dragon-Foe / Broadsword) ***** 2d10 (Paragon/Legacy)
Legacy Improvement: Poison
Legacy Skill: Spirit Strike
Baneful: 1d5 xtra to Dragons
Impact: Crit on a 19-20
Lightning: Extra Dmg to Creatures weak against Lightning
Blessed by- Sverrir
Legacy Improvement: Brilliant - Extra Dmg to creatures Weak against Radiance
Legacy Skill: Diehard: +10 HP
Returning: Returns same round as thrown.
Magebane: 1d5 xtra to those with magic affinity
Reflective: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Blessed by- Rig
Dreki-Feikn (Dragon-Foe / Broadsword) ***** 2d10 (Paragon/Legacy)
Legacy Improvement: Poison
Legacy Skill: Spirit Strike
Baneful: 1d5 xtra to Dragons
Impact: Crit on a 19-20
Lightning: Extra Dmg to Creatures weak against Lightning
Blessed by- Sverrir
Vetrbíta (Winters Bite / Composite L. Bow) ***** 3d10 (Paragon/Legacy)
Adds half qck trait to dmg if CG/NG/CN
Legacy Improvement: Icy dbl dmg to those weak against cold attacks
Legacy Skill: Combat-Marksman
Exit Wound: 1d3 Dmg Xtra
Impact: 19/20 Crit Range
Distance: Doubles Range
Blessed by- Svol
Hidden Weapons:
1. Dagger 1d4
2. Dagger 1d4
1 Extra Attack Item:
1 Extra Defense Item: Dagastiarna: +5 Def
Worn Items
Light DEF Cap = 20
Light DEF Cap = 20
Head: Mjolnir Earring +3 Magic Resistance
Face: Hawkeyes +5 Spot
Neck: Fizzwinken's Strategic Howling Ghostripper: Everyone dies as an adventurer, don't they? Well, it's not a problem with the Ghostripper. This amulet is in the shape of a howling wolf's head, all you need now is a rezz coin to shove inside the opened maw. While there is a rezz coin in place it first attempts to keep you from dying by giving you 10 hit points. If you still end up dead, it howls menacingly to those that would pull your spirit away, ripping your ghost from the claws of the afterlife and tucking it safely back inside your body. It works three times before you must replace the spent rezz coin.
Torso: Shiftweave
Body (Armor): Woad Tattooing (+13 Def)
Coat/cloak: Cloak of Weaponry
Waist:
Legs: Shiftweave
Arms/Wrist: Archers Bracers: +5 Dmg/+2 Def/+1 Marksman matches
Hands: Gloves of the Ice Savant
Feet: Boots of Mountaineering +10 on Climb Checks
Body Mod: Wolf Head Tattoo +10 Hp
Cloak of Weaponry: Gray linen trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6½ ft. long cloak (i.e., no reach weapons that can't bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
Weapons/Items currently stored in cloak:
1. Dreki-Feikn - 4 lbs.
2. Brennahluti - 8 lbs.
Cloak of Weaponry: Gray linen trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6½ ft. long cloak (i.e., no reach weapons that can't bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
Weapons/Items currently stored in cloak:
1. Dreki-Feikn - 4 lbs.
2. Brennahluti - 8 lbs.
3. Heilagr'dómr - 8 lb
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Rings
1. Iron Will Band +2 WP
2. Ring of Exploration: This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacks though. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
Beastly Ink (Wolf): 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.
Personal Tattoos
Beastly Ink (Wolf): 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.
Consumables
1. Cure Disease x 4
2. Full Heal Potions x 10
3. Remove Paralysis Potion x 1
4. Remove Curse Potion x 1
5. Darksight Potions x 1
Other Items
1. Quiver of the North Wind: While a quiver of the North Wind appears to only hold a score of arrows, it in fact houses an extradimensional space that can hold up to 200 arrows. It always weighs the same no matter how many arrows are inside. It has two additional properties. After a person bears the quiver for 24 hours, it attunes to that person and if anyone other than the owner attempts to fire an arrow from the quiver, it disperses into harmless mist mid-fight. Lastly, three times per day (but only once per combat), the quiver confers a bonus of +5 to the Strike of your ranged attack.
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Bag of Holding Items
1. Rope of Climbing: 60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
2. Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed.
3. Chunk-O-Fountain (ONE USE)- This darkly veined piece of marble came from the destruction of Aris' sinister fountain in Zyon. While the majority of the evil magic has left the fountain, tiny remnants of power remain. This chunk-o-fountain will summon one creature before the power runs dry.
You may summon a bearded devil, a hellcat, an assassin vine or a hellwasp swarm - once you choose and summon, the power of the chunk is gone and it is but a reminder and token of your mission.
Your summons has 2d60 dice, 30 hit points, and 20 trait points (decide where you wish the points) and Damage Resistance 5/Good. It has no skills except what is listed below. It disappears at the end of combat, or when it's hit points are used up.
Bearded Devil - Sawtooth Glaive 1d10 / Immune Fire & Poison
Hellcat - Claws 1d8/1d8 / Invisible in Full Light
Assassin Vine - Slam 1d6 / Immune Electricity
Hellwasp Swarm - Sting 1d8 / "Inhabit" - can inhabit the body of a dead creature by crawling into it's mouth and other orifices. Any attack against the host deals half dmg to the swarm.
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Magical Pack Items
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Armory
1. Vaekur Banded Mail +32
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Unequipped/Items not carried
1. Ghost Salt: This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon (takes one round or can be done before combat), ghost salt melts and forms a temporary coating on the weapon. This gives the weapon the ability to not only hit incorporeal creatures but to do +5 extra damage to them, even if the weapon itself is non-magical. This lasts one full combat before the powder fades from the weapon.
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Racial Skills
Versatility: Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
Iron Will: You have extreme willpower, giving you a +1/+2/+3 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.
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.
Profession Skills
Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Master Crafting: This skill will give a crafter a one-time +15 bonus to crafting points, and adds +5 crafting points per week that can be used for any type of crafting.
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.
Fighters Defense: A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
Neutralize Poison/Venom: The target creature has all traces of poison removed from their system.
Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Ruby - 26
Obsidian - 30
General Skills
Selfhealing: 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.
Ruby - 26
Obsidian - 30
Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
Strong as An Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
Alert: You gain a +5 to Spot and Listen Checks.
Memory of Long Bottom: You have faced an impossible mission, and come back alive. Long Bottom may have been wiped off the face of Arith, but you have survived. Once per week, when you would be struck deaf by any effect, spell or item, you shrug it off and remain hearing.
Aura of Strength: You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this.
Defensive Skills
Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Battlesense: Years in the field of battle have taught you to read the small signs presented by a foe. Able to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Redirect: This move is a perfect demonstration as to the benefit of dual wielding as oppose to using a solitary weapon in combat. As the attacker charges in with their intended assault, the combatant takes one of their weapons and slides it along their opponent's. With a quick step forward and pushing their armored shoulder into it, the combatant has now effectively pinned their attacker's weapon out to the side or even against the attacker themselves. Their other hand, which is also holding a weapon, falls upon the unprotected body of their attacker. This is used to redirect an incoming attack onto the attacker or another target 1/combat.
Honor Shield: A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
Charge of the Vörðr: You have stood in the realm of the Vörðr, you have drank of their horns, warmed by their fires, heard of their stories. You have stood in the company of every hero and warrior of glory in the history of your people. You have not only seen heaven, but stood within it's borders. There is no raw excitement, no joy that can dull this feeling within you. Bolstered by what you now know to be truth, you have become more driven in your desire to be there again. At any time you charge into a fight you find a new strength and ferocity in you, allowing you to not only drive a foe back, but attack them as well ( as per Bull Rush Strike skill). Once per adventure, you may call the spirit of your ancestors to form a shield wall between you, your allies and a threat. Tucked behind this wall, no attack can find you, though, your attacks may not find the enemy either. The duration of this lasts only for one round. The effect of this is that a deep blue woad tattoo forms along the side of your neck in the shape of a shield and the images of your ancestors before you appear in shades of blue and grey.
Offensive Skills
Master at Arms, Improved: The skilled fighter is now able to pick up any weapon of any type and treat it as their Fighter's Weapon with all bonuses associated with their chosen weapon. This skill replaces "Master at Arms" when the Fighter meets the prerequisites.
Shield Weapon: This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning.
Buckler: 1d2
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
Sword and Board: Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may also add that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +1 to your damage as well. This is an innate skill.
Battle Rager: The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
Dual Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
Extension of Self: The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
Ruthless: When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
Greater Dual-Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll.
The Final Strike: A fighter knows the signs that a foe has suffered enough damage to be weakened considerably. The fighter takes that moment to pounce upon their adversary and deliver a deadly attack. If a foe is knocked down to half hp, you may do a coup de grace regardless if they are helpless or not.
Sunder: Once a day fighter may destroy a weapon or armor worn by a foe. The item cannot be repaired, must be bought again (legacy returns next day). Renders weapon or armor useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the attack. Only enchanted weapons can break enchanted items, only legacy can sunder legacy.
Creation Skills
Artisan Crafting: You may take this skill if you are a craftsman of some type, allowing you to sell your non-magical items to others for gold. Pick one craft. Some examples are: Armorsmithing, Bookbinding, Bowyer, Blacksmithing, Cartography, Cobbling, Gemcutter, Jeweler, Leather Worker, Instrument Making, Seamstress, Weaponsmithing, Clockwork. You may select ONE type of skill per gemstone rank.
-- Crystal: Armorsmith -- Topaz: Weaponsmith -- Amber: Leathercrafter -- Sapphire: Bowyer/Fletcher -- Emerald: Jewelry Making -- Ruby: Masonry -- Obsidian: Carpentry
Craft Magic Item: This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others.
-- Crystal: Magical Weapons/Weapon Techs/Invocation Enchants -- Topaz: Magical Armor/Armor Techs-- Amber: Magical Jewelry -- Sapphire: Magical Clothing -- Emerald: Dragoncrafting -- Ruby: Etch Runes -- Obsidian: Wards & Mythals
Advanced Crafting: This skill gives a crafter a one-time +10 bonus to crafting points, and add +5 crafting points per week that can be used for any type of crafting skill.
Flavor Skills
Ear to the Ground: By lying down and placing your ear to the ground you are able to identify the location and distance of creatures in contact with the ground for a range of 30 feet.
Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed.
--Crystal: Deities (the deities and their legends and lore)
--Topaz: Monster Lore
--Amber: Region (Alzorc) - geography, culture, law, politics, and history of the region)
--Sapphire: Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
--Emerald: Botany (plants, fungi, sentient plants)
--Ruby: Trade Routes
-- Undead: (specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.)
Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
Evaluate Item: This allows the Thief to take a look at an item and determine its value. A d20 Appraise Check plus your Perception Bonus is rolled, with the following results.
1: No information.
2-11: Can determine the value of the item within 1000 gold.
12-16: Can determine the value of the item to within 100 gold.
17-19: Can determine the value of the item to within 50 gold.
20: Determines the exact value of the item.
Can be useful in circumstances where it would help to know the value of an item (ie: negotiations with other player characters or NPCs. If taken and stated in a selling transaction with the emporium, will give a 10% bonus to gold received. This stacks with the Fence skill.
Reputation Precedes: You are well known (either hero or villain) and that grants you one contact in whatever city/organization you wish. (Arrange with tesarikone) As you gain rank, you gain one more contact for each gemstone rank you gain after taking this skill.
Friends in Low Places: You are feared and respected throughout the seedier side of town. You gain a +3 to Intimidate while in the lower class areas of any city you've spent at least 2 weeks. With a successful DC20 Intimidate Check you receive free lodging, food and clothing for one week.
Favored Region (Alzorc, Knockskulls): You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
By the Bootstraps: Adventurers are known for their ability to succeed when everyone thought they would fail. When a rolled check fails to meet the target DC (or the opponent’s result, in the case of an opposed roll) by 5 points, he can consider the action a success, once per adventure. This success is, however, considered a marginal one with reduced effects. This must be played out at the DM's discretion; a barely achieved roll to roll out of the way of a trap might inflict the minimum possible damage for example.
Calm under Duress: A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day.
Blessings
Sverrir's Rage (Dice Strengthen): The berserker rage of Sverrir allows the one bestowed wit this blessing additional strength in battle, enhancing their combat prowess, the strength is by the casters gemstone ranking.
Ruby: Constant 8
Obsidian: Constant 10
Blessing of Eir (Healing): The one blessed by Eir gains a boost to their health allowing them to heal themselves of damage that is done to them. The level and strength of this healing is by the mages gemstone rank.
Ruby & Obsidian: Heal Full Dmg
Zorja's Protection (Defense): The one blessed by the goddess Zorja is able to hold up better to blows, their skin becomes unnaturally more resiliant adding an additional bonus to their defense rating. The strength of this blessing is by the caster's gemstone rank.
Emerald and Ruby: Constant +8
Obsidian: Constant +10
Battle Endurance (End Boost): This blessing allows the one it is called upon to strengthen not the arm but the endurance, allowing the person to press further and harder than they could before. THe strength of this blessing is based upon the gemstone rank.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Battle Swiftness (Qck Boost): This blessing allows the one it is called upon to become swifter and more sure footed within combat enhancing their overall quickness. The strength of this blessing is based upon the gemstone rank.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Indomitable Will (WP Boost): The will of a Son of Alzorc is one of the strongest things to break, with this being said this blessing allows the Zorcan to enhance his willpower beyond its normal limitations based on gemstone ranking.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Touch of Eir (Heal): With a touch the Zorcan can heal the targeted touched for the amount by gemstone ranking.
Ruby & Obsidian: Heal Full Dmg
Ears of the Wolf (Talent Boost): By offering a brief prayer to the Zorcan deities the caster's sense of hearing is increased drastically. This gives the caster a boost to their listen skill by the gemstone ranking.
Ruby: +4
Obsidian: +5
Call of the Vörðr (Summons): Having spent time within the halls of the Vörðr and time amongst his ancestors within Vörðrheimr Ranulfr is able to summon one of the Vörðr to fight at his side.
Ruby: 5 rounds, 2d75, 37hp, DEF DC14, Strike +4, 2d6 Attack
Obsidian: Full Combat, 2d80, 40hp, DEF DC15, Strike +5, 2d8 Attack
Blessing of The Fury ( Group HP Strengthen): Ranulfr is able to enhance and boosts his companions health allowing them to become far more hardy while in combat.
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
Shield of Rig (Evade): By issuing a prayer to Rig and holding their shield up to intercept an incoming attack Rig bolsters the Zorcan's defense. A Gleaming, golden shield of energy expands from the shield forming an impenetrable shield of defense blocking mundane and magical attacks against the Zorcan blessed by this shield. The damage evaded is by the gemstone level.
Emerald, Ruby & Obsidian: Evade Full Dmg
Shrug of Sverrir (Evade): The Zorcan using this blessing can simply shrug off any damage directed their way and plow through the attack like a rampaging bull. This allows the Zorcan to shrug off any damage for one attack directed at them.
Emerald, Ruby & Obsidian: Evade Full Dmg
Style Weapons: Anything and Everything Melee
Style Prerequisites: Fighter, Master at Arms Skill
DC: Base: 14, +2 Class Boost, + 13 Qck= 29
Bleed them Out (Dual-Weaken/Damage): With a whirling series of slashes from a bladed weapon and quick, vicious slashes to vital areas of the targets body that are lighting fast, and deceptively deadly cause your target to start bleeding profusely. This will cause the target to grow weaker from the blood loss. Must be Wielding Edged Weapon to use
Duration: Weaken-Duration of combat, Dmg- 1 rnd
Saving Throw: 29 v.s Target's Qck
Attack/Weaken
Emerald & Ruby: +10 dmg / -4 dice sides
Obsidian: +15 dmg / -6 dice sides
The Fury Within (Dice Strenghten): But channeling the very anger and rage that lies within all the Zorcan people can be channeled to send Ranulfr into a berserker rage. This rage is much like a barbarians rage causing their combat power to be increased beyond what the normal physical limitations could accomplish alone.
Ruby: Constant 8
Obsidian: Constant 10
Flensing Block (Dual- Evade/Damage): Explanation: Relying on quick thinking and an even quicker arm Ranulfr brings his bladed weapon up using the edge of that weapon to knock the targets arm upward as well as slide along the inner forearm removing a layer of fat, muscle and tissue in the process. Must be wielding edged weapon to use
Saving Throw: 29 v.s Target's Qck v.s Target's Qck
Ruby and Obsidian: Evade Full / +15 DMG
Rattle the Brain (Dual- Hold/Dmg): A quick jerk of the shield and a sharp, rattling blow to the side of the head causes the target to be jarred for the amount of rounds by the gemstone ranking.
Must be wielding Shield to use
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
Roots of the Knockskulls (Evade): Ranulfr can become an immoveable object to damage. When an attack is coming in, Ranulfr may raise his shield, ground his feet down into the earth firmly planting himself. The Attack crashes into the shield, there is no give as the resolute stance of Ranulfr goes unbroken, the impact of the attack being absorbed by the shield negating the amount of Damage allotted by rank.
Must be Wielding Shield to use
Emerald, Ruby & Obsidian: Evade Full Dmg
Lightning Reflexes (Trait Buff): Over the years of training, combat and near death instances Ranulfr's reflexes has been honed to nearly supernatural limits. This increases his quickness trait by the amount allowed by gemstone ranking.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Fists of Stone (Atck): when unarmed Ranulfr can be a deadly threat, through years of hard work, even conflict of hand to hand training has hardened Ranulfr's fists to the point of nearly being stone. This causes his unarmed blows to feel like stones crashing against a targets body.
Must be Unarmed to use
Ruby: Constant +4
Obsidian: Constant +5
Blood in the Eyes (Strike Lessen): A wound to the forehead bleeds heavily, and with a quick blow to the forehead that splits the skin and causing blood to cover the targets vision allows Ranulfr to lower his targets ability to strike.
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald and Ruby: Constant -3
Obsidian: Constant -4
Underslash (Reflect): Relying on quick wits, and an even quicker reflexes Ranulfr may tuck behind his shield as a target lunges in to attack. As the target lunges in he gives a quick jerk up of the shield causing the shield to push the attack up high, while Ranulfr strikes below the lower rim of the shield along the softer underbelly of his target.
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Northern Fury Style
Style Weapons: Anything and Everything Melee
Style Prerequisites: Fighter, Master at Arms Skill
DC: Base: 14, +2 Class Boost, + 13 Qck= 29
Bleed them Out (Dual-Weaken/Damage): With a whirling series of slashes from a bladed weapon and quick, vicious slashes to vital areas of the targets body that are lighting fast, and deceptively deadly cause your target to start bleeding profusely. This will cause the target to grow weaker from the blood loss. Must be Wielding Edged Weapon to use
Duration: Weaken-Duration of combat, Dmg- 1 rnd
Saving Throw: 29 v.s Target's Qck
Attack/Weaken
Emerald & Ruby: +10 dmg / -4 dice sides
Obsidian: +15 dmg / -6 dice sides
The Fury Within (Dice Strenghten): But channeling the very anger and rage that lies within all the Zorcan people can be channeled to send Ranulfr into a berserker rage. This rage is much like a barbarians rage causing their combat power to be increased beyond what the normal physical limitations could accomplish alone.
Ruby: Constant 8
Obsidian: Constant 10
Flensing Block (Dual- Evade/Damage): Explanation: Relying on quick thinking and an even quicker arm Ranulfr brings his bladed weapon up using the edge of that weapon to knock the targets arm upward as well as slide along the inner forearm removing a layer of fat, muscle and tissue in the process. Must be wielding edged weapon to use
Saving Throw: 29 v.s Target's Qck v.s Target's Qck
Ruby and Obsidian: Evade Full / +15 DMG
Rattle the Brain (Dual- Hold/Dmg): A quick jerk of the shield and a sharp, rattling blow to the side of the head causes the target to be jarred for the amount of rounds by the gemstone ranking.
Must be wielding Shield to use
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald and Ruby: 2 rounds / +8 DMG
Obsidian: 3 rounds / +10 DMG
Roots of the Knockskulls (Evade): Ranulfr can become an immoveable object to damage. When an attack is coming in, Ranulfr may raise his shield, ground his feet down into the earth firmly planting himself. The Attack crashes into the shield, there is no give as the resolute stance of Ranulfr goes unbroken, the impact of the attack being absorbed by the shield negating the amount of Damage allotted by rank.
Must be Wielding Shield to use
Emerald, Ruby & Obsidian: Evade Full Dmg
Lightning Reflexes (Trait Buff): Over the years of training, combat and near death instances Ranulfr's reflexes has been honed to nearly supernatural limits. This increases his quickness trait by the amount allowed by gemstone ranking.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Fists of Stone (Atck): when unarmed Ranulfr can be a deadly threat, through years of hard work, even conflict of hand to hand training has hardened Ranulfr's fists to the point of nearly being stone. This causes his unarmed blows to feel like stones crashing against a targets body.
Must be Unarmed to use
Ruby: Constant +4
Obsidian: Constant +5
Blood in the Eyes (Strike Lessen): A wound to the forehead bleeds heavily, and with a quick blow to the forehead that splits the skin and causing blood to cover the targets vision allows Ranulfr to lower his targets ability to strike.
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald and Ruby: Constant -3
Obsidian: Constant -4
Underslash (Reflect): Relying on quick wits, and an even quicker reflexes Ranulfr may tuck behind his shield as a target lunges in to attack. As the target lunges in he gives a quick jerk up of the shield causing the shield to push the attack up high, while Ranulfr strikes below the lower rim of the shield along the softer underbelly of his target.
Saving Throw: 29 v.s Target's Qck v.s Target's End
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect