♀ Viola Harrington (a benediction hymn)(free slot)
Aug 19, 2013 1:57:13 GMT -5
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Post by Head Moderator on Aug 19, 2013 1:57:13 GMT -5
My name is Viola Nephele Harrington. I am aligned Neutrally. I do what is best for myself, my family and those I care about regardless of whether others might see it as wrong or right. What matters is myself, perhaps that is called selfishness but it has served me well so far in my young life.
I am a Half-Nymph, which does afford me some interesting perks such as the sweet and pleasing scent that exudes from me. My nymph heritage also gives me deep, penetrating eyes, a sleek figure, luscious lips, silky hair and perfect skin.
Weak to Cold Iron [1.5 Dmg]
You have one parent (usually the mother) that is a nymph. While half-nymphs usually revere nature, they are not as dedicated to any certain area nor do they have the life span of a nymph. They also will generally have the curiosity, inventiveness, and ambition of the humanoid parent, along with the love of nature and free spirited nature of the nymph parent. To humans, half-nymphs resemble their nymph side but to nymphs they look more like humans. A half-nymph reaches adulthood at 20 years old, and can live to be 185 years old. Half-nymphs, unlike most other races, retain their physical beauty all of their lives; even while on their death bed, dying of old age, half-nymphs rarely look older than a middle age human.
I am called Viola, though often shortened to "Vi". I stand 5'7" tall, weigh a slight 115lbs. Most of my height seems to be made up in my very long legs. I have blonde hair, and topaz blue eyes. I have one sister, Ophelia, and one brother, Cato. My mother and father still reside quite happily in Bryony, where I was born. I am 18 years of age! [Birthday Oct 30]
My scent is the crisp, inviting bittersweet tang of cranberry with smoky dark lilies, heady, sensual musk, a tingle of ginger and a brush of spices mixed in with the pheromones of my nymph nature. (BPA: Lampades)
My sister Ophelia and I
I speak Bryonish (free), as that is my homeland, but also Common, Sylvan (free) as taught to me by my mother, and Mere the tongue of the mermaids and sea creatures I love to swim with, no doubt from my half nymph (oceanid) side. I have also learned Elvish. But with (Tongue of the Sun and Moon) I can understand anything spoken!
In my spare time, I apprenticed with a local blacksmith to learn the fine art of weaponsmithing and armorsmithing. My mother taught me to sew, and am actually quite good with the needle as a seamstress. I am also talented enough to teach and improve my unarmed techniques as well as others, and am learning to cut gemstones. I am skilled in making Paragon Weapons & Unarmed Techniques. I also have some talent with enchantments, and wandcrafting.
I have always enjoyed being out of doors, but my favorite escape is walking the sands of the seashore. I feel a call to the ocean sometimes so powerful that I have found myself waking up in the foam of the ocean waves and I do not remember how I got there. Usually I am clothed!
I am of the Devout Class, more specifically a Monk. I trained at the Bastion of the Arcane Monastery in Bryony. I should say, I am training, for it is not something that one learns in only a few years. There is always more to learn.
DEVOUT: "Holy Symbol of Dannui" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
MONK: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is treated like magical damage and gives a +5 DMG to all unarmed damage rolls.
ARCANE: +2 to Difficulty of Spells
MAGE: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank.
Strength [0]
Quickness [12]
Endurance [0]
Willpower [5]
Intelligence [13] (Rep25)
Perception [4]
Charisma [0]
Acrobatics: (QCK 12)(Acrobatics 5) = +17
Diplomacy: (CHA 0)(Pheromones 3) (Alluring Tongue 5)(Rep20 2) = +10
Bluff: (CHA 0)(Pheromones 3)(Rep20 -2) = +1
Handle Animal: (CHA 0)(Pheromones 3) = +3
Spot / Listen: (PER 4) = +4
Search: (PER 4)(Investigator 5) = +9
Gather Info: (CHA 0)(Investigator 5)(Rep20 2) = +7
Insight: (PER 3)(Investigator 5) = +8
Knowledge (Any): (INT 13)(Voracious Reader 2) = +15
Willpower agst Fear: (WLP 5)(Iron Will 4)(Torc 5) = +14
Intimidate: (Rep20 -2)
All Tactic/Talent Checks (Fizz Belt 2)
I am nowhere near perfect, I do have Flaws and Quirks. I am extremely curious, and that does tend to get me into trouble. I am unable to use my magic if I wear too heavy of armor, and sometimes I take far too long just thinking instead of acting.
Divine Gestures: Your spells fail when you are wearing anything but light armor.
Ponderous: You take a -10 to all initiative and cannot take any skills to assist your init rolls.
Curiosity: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
My OH rank is Obsidian Master. My strength is 3d92.
Defense DC = 22
Hit Points = 68
(Half Dice 45, Diehard 5, Mind over Body 13, Willpower 5)
Healing: 30
Weapon/Unarmed Strike = +12
Magic Strike = +13
Magic Save = (WLP 5)(Iron Will 4)(Holy Symbol 2)(Magical Resist. 3)(Fizz Belt 2) = +16
All Saves = (Fizz Belt 2)
Initiative = (QCK 12) (Ponderous -10) = +2
My main weapon is the Unarmed Technique, "Tiger Thunder" (1d6). "Chi Blow" from being a monk gives me (+5 Unarmed Dmg). With my Fizzwinken's Seraphic Armed Cryo-Unit Gloves, my damage increases (+5 Unarmed Dmg). Dexterous Fighter allows me to add (+12 Dmg) for my QCK. Arcane Focus allows me to add (+5 DMG) extra. Unarmed Master lets me add my QCK (+12).
C&P: (Chi Blow +5, Fizzwinken Gloves +5, Dex Fighter +12, Arcane Focus +5, Unarmed Master +12)
TOTAL UNARMED DAMAGE: 1d6 + 39
Tiger Thunder Tech:
Phantom* - Can hit incorporeal.
Arcane Focus** - Adds extra dmg from magic to attack.
Disruption* - Wounds cannot be self-healed.
COMBAT SKILLS
$Acrobatic Backstab : Counter
$Rain of Flowers : Counter, no Strike
$Ki Focus : Double Roll
$Preemptive Strike : Reflect
$Paralyzing Palm : Lose Turn 3 Rounds
$Blindfight
$Divine Interference: Make enemy reroll Strike
$Scorpion Strike : Make enemy lose QCK one round
$Twisted Avalanche : 1d4 Multiattack
$Just Desserts: Reflect, both take dmg, only magical def
$Dexterous Fighter
#Ring of Sapped Strength : 1/combat drain 1d4 STR
I am an Incarnum Mage, and can add "Surge of Power" (+5 DMG), my INT (+13 DMG) and Eldritch Master (+13 DMG) to my unregged spells.
Unregged Spell Strike (INT): +13
Total Unregged Spell DMG: +31 DMG
When I use regged spells, I use Eldritch Master to add double my INT (+26 DMG).
Regged Spell DMG: +26 DMG
I get (2) spells plus (1) bonus spell using my Shell Necklace = 3 Spells Per Combat
MAGICAL SKILLS
My secondary weapon was given to me by Ellis for my 18th birthday, it is the Hurricane Quarterstaff (2d4). It is hollow, drilled with tiny holes and whistles when it is swung and spun. Once per combat, she may spin the hurricane quarterstaff and create a gust of wind instead of doing damage with the quarterstaff itself, the gust of wind does the 2d4 damage and has the ability to knock the target to his feet if they fail an Athletics Check of DC15.
TOTAL QUARTERSTAFF DAMAGE: 2d4 + 0
Hidden away is the Fizzwinken's Dusk-Module Pulverizing Warstick (2d6) . This black, twisted adamantine-coated bo stick leaves a trail of shadow tendrils behind it's movements. Due to the addition of the adamantine coating, the bo stick is a bit heavier than it was before and should always be considered two-handed.
TOTAL WARSTICK DAMAGE: 2d6 + 0
Warstick Enchants:
Hideaway* - Folds up into small cylinder.
Studded** - Studs ignore first 5 defense of natural armor or inked armor.
Shadowreach** - Gain 6 feet using own shadow, target has DC10, 1/combat.
My ranged weapon is the Crossbow of Twigs (1d4). This light crossbow is made of thick vines, and has the ability to use any stick you pick up as a bolt.
C&P: (QCK 12) = +12
TOTAL CROSSBOW DAMAGE: 1d4 + 12
For defense I use an Unarmed Armor Technique (+9 DEF). I also have Bracers of Defense (+4 DEF), a Spidersilk Coat (+5 DEF) and the skill As Water (+4 DEF).
C&P: (Armor Tech +9, Bracers of Defense +4, Spdrsilk Coat +5, As Water +4)
TOTAL DEFENSE: +20 DEF
MAGIC ONLY DEFENSE: +13 DEF
Armor Tech Enchants:
Natural Wall** - Reflect spell back on attacker 1/combat.
Feykissed* +2 DEF against cold iron.
Ethereal** - 1/combat dodge attack by becoming ethereal.
Magically Warded
DEFENSE SKILLS
$Crane Wing : Evade
$Volley Spell : Reflect spell
I have learned various Skills over the years. They are as follows:
(racial) Darksight
(racial) Acrobatic ☼ +5
(racial) Pheromones ☼ +3 Diplomacy, Bluff, Handle Animal
Your body produces a pleasing scent that affects creatures on a subliminal level. Creatures capable of smelling, excluding constructs and the undead, regard you with a positive attitude if you pass your Diplomacy, Bluff or Handle Animal checks. You gain a +3 to Diplomacy, Bluff or Handle Animal checks.
(teamwork) Secret Language
You and your allies have worked out a complex set of codes and phrases that allow you to secretly pass information back and forth. This can be used only by those that have this teamwork skill.
(flaw) Crane Wing ☼ Evade
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect one melee attack with ease, once per combat.
(monk) Rezz the Dead
(arcane) Magical Affinity
(mage) Magical Resistance ☼ +3 Magical Save
(flavor-c) Nimble Feet
You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(flavor-c) Alluring Tongue ☼ +5 Diplomacy
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor-c) Walk the Walls
You can run straight up a wall for a few seconds (8 feet) without making a climb check.
(crystal) Artisan Crafting
Weaponsmithing, Armorsmithing, Seamstress, Unarmed, Gem Cutting, Leatherworking, Dragoncrafting
(crystal) Diehard ☼ 5 Hit Points
(crystal) Healing Affinity ☼ 30 Points
(crystal) Acrobatic Backstab ☼ Counterattack from no Dmg
Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(crystal) Dexterous Fighter ☼ QCK for Melee Damage
(flavor-t) Water Splitting Stone ☼ Add STR & INT to Break Things
A monk, when striking an object, may add not only their Strength bonus but their Intelligence bonus to any hit they make upon a non-living object such as a door or chest.
(topaz) As Water ☼ +5 DEF
Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5.
(topaz) Blindfight
(topaz) Unarmed Master (replaced UF)
You have become a master of using a one-handed tech, or dual one-handed techs, and whether you are Strength based, or Quickness Based (Dexterous Fighter), your strikes hit with more damage, allowing you to add in half your Strength (or QCK with Dex Fighter) bonus to every unarmed attack you make. This is an innate skill.
(flavor-a) Voracious Reader ☼ +2 All Knowledge
You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
(amber) Ki Focus ☼ Double Roll
You have reached the very apex of your training. The sum of your lessons, the ability to siphon out all the commotion in combat and narrow your attention to that one moment. Focusing on nothing but your strike, you channel all your inner energy into one devastating attack. Rolling your combat dice twice, once per combat.
(amber) Rain of Flowers ☼ Counterattack w/o strike
The monk is able to perform a counterattack immediately upon being attacked. The monk reacts to the attack and rolls their dice as well as any unarmed tech dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
(amber) Paralyzing Palm ☼ Lose Turn, 3 Rounds
The monk summons forth all the skill harnessed during those countless hours of training. In a furious assault of rapid strikes, the Monk leaves their opponent stunned. Once per combat, target loses as many turns as allowed by rank. A willpower save is given every round of DC10 + the monk's quickness.
(flavor-s) Underwater Breather
You are able to breathe underwater.
(sapphire) Preemptive Strike ☼ Reflect
(sapphire) Divine Interference
When an enemy within 30 feet hits an ally with an attack, you can make the enemy re-roll the strike roll and take the second roll.
(sapphire) Paragon Weapons
You are gifted in the art of weaponsmithing and are able to make weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
Note: If you have Artisan Crafting (Unarmed Techniques) you may improve unarmed attack techniques into paragon attack techniques.
(flavor-e) Investigator ☼ +5
You gain a +5 on Gather Info, Insight and Search Checks.
(emerald) Scorpion Strike ☼ Lose QCK 1 round
You can perform an unarmed strike that greatly hampers your target's movement. Upon a successful strike, once per combat, you cause your opponent to lose their Quickness Bonus for one round.
(emerald) Craft Magic Items ☼
Magical Jewelry, Wandcraft, Wards & Mythals, Magical Weapons/Tech/Invoc, Magical Clothing, Etch Runes, Inkantation
(emerald) Iron Will☼ +4 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.
(flavor-r) Mind Over Body ☼ INT not END for HP
(ruby) Twisted Avalanche ☼ Multi Attack 1d4
When a monk is outnumbered, that is not always a bad thing, many monks have learned a fighting stance that allows them to hit more than once target in a round. Once per combat the monk may roll a 1d4 to attack additional enemies in one round.
(ruby) Volley Spell ☼ Reflect spell back to caster.
If you pass your spell save against an incoming spell, you may choose to reflect the spell back to the caster. They are allowed a spell save roll of the same difficulty that you had to overcome.
(ruby) Eldritch Master ☼ Double Regged Spell DMG
This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate.
(anniversary) Aura of Strength ☼ 3d
(flavor-o) Tongue of the Sun and Moon
You are able to converse with any living creature in their natural tongue, though it does not allow you to read these languages.
(obsidian) Multitalented Mastery
(obsidian) Just Desserts ☼ Reflect, both take dmg
Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
(obsidian) Perfect Self ☼ No aging, no sickness, no poison, no disease, no death every 48 hours.
At this point a monk has become so in tune with their own body that they are now considered to be supernatural creatures. They no longer age, nor get sick in any way. No poison or disease (magical or mundane) affect the target at this point. If a monk with Perfect Self is killed, instead of dying you simply "fall unconscious" and appear dead for 24 mun hours. You do not lose any XP or rank, or one of your rezzes. This can be used once per 48 hours.
(obsidian) (Epic Power)
(rep20 flavor) 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 Acrobatics, Balance, Climb, Jump, Use Object and Knowledge checks. You may use this skill twice a day.
(rep25 flavor) Bottomless Pockets
Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(rep30 skill) Back to Your Feet
This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
On my body I wear...
Head | Fizzwinken's Comprehensive Omni-Barrier Apparatus *(Active)* OR Crown of Conquest | This silver bejeweled and scaled helm has a plume of rainbow colored couatl feathers rising from the back, which gives it some of it's magic. Due to the infusion of the couatl magic, the magic of this helm only works for good-aligned wearers (not neutral or evil). When worn by a good creature, it allows the wearer to understand any language being spoken around him, or read languages or magical writing (except of course those that aren't allowed). It grants a +4 bonus on Knowledge (arcane), Knowledge (history) and Knowledge (nature) checks. The owner can detect surface thoughts at will (unless blocked), and anyone whose surface thoughts are being read (allowing two-way communication). If you attempt to read the thoughts of someone that does not wish to have them read, they get a willpower save of DC15. (OR) This crown of steel and gold projects an aura of menacing power. The wearer gains a +10 bonus on Intimidate checks, and whenever he rolls a critical hit (even if he does no damage due to the target's defense), the crown creates a boon effect centered on the crown's wearer causing all allies to gain a +2 to Strike, Damage, and Saving Throws for one full round of combat. [Worth: 15,000gp] |
Face | Artificer's Monocle | (Crafter Only) This silver edged monocle gives you 2 extra crafting points for one type of crafting per week. Each week you may choose a different type of crafting if you wish. It can be worn around one's neck, or considered your eye slot. [Worth: 4000gp] |
Neck | Shell Necklace | A gift given to her by Ellis on her 18th birthday, it is a necklace of seashells with a piece of obsidian carved into a heart in the center. It has been enchanted with "Bonus Spell" - extra spell in combat. |
Torso | Bodice of Holding | (Female Only) What female wouldn't want to pull cool things out of their cleavage? A bodice of holding allows you to gain five extra magic item slots. 1. Wand of Firestorms (2d3) (9/10 charges) (acquired on quest - The Abandoned Village 8.13.13) to be transferred from Kythin (scaleschange) to Viola (abenedictionhymn) 2. Windcaller's Compass This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind once per day.[Worth: 2000gp] 3. 4. 5. |
Body/Armor | Unarmed Armor Technique | +9 DEF |
Cloak | Azure Blue Spidersilk Coat | +5 DEF |
Waist | Fizzwinken's Fanciful Globe-Trotting Service Kit | This magnificently crafted leather belt is studded with silver and gold accents, with a blue butterfly as the belt buckle. While worn, this belt grants the wearer +2 bonus on all saving throws, and talent/tactic checks. It has two indentations on either side of the buckle. One indentation holds a small silver and gold compass, attached to the belt by a delicate but strong silver chain. It can be pulled off the belt and held in the hand while still connected in this way, so that it can be used as a compass. It's spinning pointer always points north, and grants it's user a +2 bonus on any checks required to avoid becoming lost. It can also be used to emit light. The other indentation can hold a ioun stone, while affixed to the belt, the ioun stone's magic will work as if it were orbiting. Ioun Stone (lavender and green ellipsoid) 0/20 Spells Absorbed This stone absorbs one spell cast by someone of equal or lower gemstone rank, once per combat. After absorbing 20 spells, the stone burns out and turns dull gray, useful only as a light source. Ioun stones orbit around the user's head |
Legs | / | / |
Arms/Wrist | Bracers of Defense | +4 DEF |
Hands | Fizzwinken's Seraphic Armed Cryo-Unit | These holy gloves are fitted with brass plates along the fingers and add +5 damage to unarmed attacks. The metal plates are covered with a sheen of frost at all times. On command, these gloves become covered in a layer of ice, doing cold damage. The wearer is protected from the frigid cold. These gloves also count as "cold iron" for the purpose of bypassing damage reduction. |
Feet | Boots of Cushioning | These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.[Worth: 2,500gp] |
Body Mod | Phoenix Tattoo | Rezz Coin |
I wear these rings...
Ring 1: Fizzwinken's Incapacitating Diversion Warding Circlet | This silver ring has a setting of black steel and a cameo of mother of pearl in the shape of a lady skeleton. It is oddly cold to the touch. Once per combat, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC20 Endurance save or take 1d4 points of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 bonus to her Strength for the following round of combat. In addition, once per day, the ring can produce a faint sphere of force that surrounds him on all sides, allowing him to evade any damage from a ranged attack, including invocations and visible spells (such as a fireball, or ice orb). |
Ring 2: Incarnum Focus | This item is forged or carved of a blue material, and a tiny star sapphire has been set into it. Wearing an incarnum focus causes all incarnum spells DC to be increased by +2. [Worth: 7,000gp] |
FREE: Obsidian Heart Ring | Teleports self back to the OH Inne. |
In my pack I carry these magic items...
(1) Flask of Endless Water
(2) The Doctor's Bag of Jelly Babies
Would you like a jelly baby? They are delicious! And neverending!
(3) Treasure Seeker's Goggles [Eyes]
These sturdy but plain goggles help the wearer locate secret doors and coins and identify treasure. While wearing these goggles, the wearer can detect secret doors at will. The goggles do not aid in determining how secret doors are opened, though. Once per day on command, the wearer gains the ability to locate object, but only to detect stashes of at least 100gp in a small area, such as a backpack, chest, pouch, or sack. Three times per day, the wearer may use identify to determine the worth and magical properties of an item. [Worth: 4,500gp]
(4) Ahalya's Coin: This coin looks a lot like the black steel that Stokk's weapon was made of, but it is emblazoned with the white rose seen in the building. If you do any research you will find that the building used to be a monastery of womenfolk, who worshipped the Six and used the white rose as their emblem. When this coin is upon your person, you may choose one full combat per adventure to become immune to electricity/lightning.
(5) Monocle of the Investigator [Eyes]
This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10-foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example.
(Free) Maria's Healing Vial
This enchanted vial turns any liquid into a full healing potion. It can only be used once a week!
My consumables are...
(1) Healing Potion 10hp
(2)Albedo: This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken
(3)Whale Grease (One use)
foul smelling grease, when rubbed on bare skin will insulate you from hypothermia for 6 hours.
(4) 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.
(5) 1 Vial of Amoebic Goo [One Use]
You've brought back a vial of sticky, gooey clear amoebic goo which can be applied to any metal or stone weapon. Upon a stone or metal weapon, this amoebic goo acts as an acid doing an extra 2d5 acid damage for one combat. It also forces anyone that it damages to roll a DC15 Endurance save against nausea as they glimpse images of the Far Realm that sends them into screaming, convulsive fits of nausea. Nausea causes a -2 to ALL dice rolls until they receive a Cure Illness/Sickness. They can only be affected by this nausea once, if they pass their save they are immune for the rest of combat.
My Planar Ally is...
Le-Zo Zammakr, Planar Ally
This half-farspawn has taken quite a liking to the Obsidian Heart after being saved from the chain devil insistent on enslaving her, especially those that went on the cerebrotic blot quests and the Far Realm quest. Though she resides in the Far Realm, she can be summoned with ease by calling her name. The yellow-cloaked blind ally appears, and can answer any one question per day about the Planes, as well as grant you a +5 on any Knowledge (Planes) roll even if you do not have the Knowledge Skill. She can also be summoned at any point during a combat, granting a +5 DEF to all allies involved in combat against Acid and Electrical Damage. She does not engage in the battle. Nor does she sleep and she cannot be killed, if by chance she is attacked she is knocked back into the Far Realm without taking any damage and cannot be summoned again for 24 hours.
obsidianheartrpg.proboards.com/thread/2394/le-zo-zammakr-planar-ally?page=1&scrollTo=5083
She is an NPC Ally, you cannot "toss her into Fizzwinken" or transfer the magic to something else or someone else.
My books are...
(1) Herbarium Medicus [Book]
Carefully avoiding any herbs that might be harmful, it is a fine resource none the less. The drawings are very precise, and herbs on most common ailments can be found here. Mind you, most potent magical herbs have also nefarious uses, thus are not displayed here. The book is worn with much use, it is both large and heavy due to its binding. The author was an apothecarian, and many simple brews are mentioned.
This grants a bonus of +5 to this specialized knowledge, Knowledge (Medicinal Herbs).
[Worth: 2000gp]
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I also always have with me a waterskin, rations for a few days out in the field, 50 feet of silk rope, a small iron pot as well as a cup, fork, spoon and knife. I have a one-person tent, a bedroll, several candles and tindertwigs, and tea and honey. I also make sure to always have my compass with me, line and fishing hooks to provide me food, and a lantern with sufficient oil. I also keep a small hammer to assist me in putting up my tent. I own a moonglobe flashlight.
I also wear a shell bracelet that spells out my name on my left wrist, a gift from Ellis on my 18th Birthday (2014). He also gave me a beautiful paper fan with seashells pieced together with the right colors to form a mosaic of my face, backed by the sea and a setting sun. I also wear a hairpin was a gift from Ellis on her 18th birthday. It is a seafoam green stone.
For Yule (2015) Ellis gave me a pair of seafoam green fur boots, a fur bikini and a snuggly blanket.
My sweetheart's day gift from Ellis.
At home I have...
-Burned scroll case containing a handwritten (in Bryonish) account of what happened here in the Haunted Keep 437 years ago, when the lord of the manor went crazy and killed his family. It is written by that lord, and explains in detail every step he took as sort of confession.
- Stone Golem Manual [Magic Item]
This manual gives information, incantations and magical power that assist in creating a stone golem. Once this manual is read in full, it gives the reader a +2 Strike against Stone Golems, as they know where all the weaknesses are on the creatures. This must be in one of your magical item slots to gain the bonus.
[Worth: 4,000gp]
- Eelskin Leather [Armor] ☼ ☼
This +8 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. (Light Armor) [Worth: 7000gp]
-Book Thief's Satchel [Magic Item]
Often used by spies and arcane scholars to steal important texts without alerting their owners, a book thief's satchel contains enough room to hold a single tome of no more than 1,000 pages and no larger than 12 by 18 inches in size. Prior to using the satchel, its bearer must place a blank book in the satchel and utter a command word. This blank book is sequestered in an extra-dimensional space accessible only upon command. Once per day, when another book, folio, scroll, or other text is placed within the satchel while a blank book is hidden within the extra-dimensional space, the pages of the newly added book are wiped blank (though the covers and bindings remain unchanged). The entire contents of this book or scroll appear on the pages of the blank book in the satchel's extra-dimensional pocket. The transfer takes 1 full round, and if the process is interrupted, such as by either book being removed or the satchel being significantly damaged, the text being copied is lost forever. A book thief's satchel can't transfer magical writing (such as the pages of a wizard's spellbook, a magical scroll, or a magical item). Attempts to do so fail immediately, neither erasing the book to be copied nor copying any of the pages to the blank book.
[Worth: ???]
- 1 Sharkskin Leather Armor +6 DEF
-Jack in the Box [Magic Item]- When this jack in the box is cast at an enemy attempting to attack you, it springs open with an aura of confusion, causing the target to attack one of his allies instead, if it fails it's DC15 Willpower. This may be used once per adventure. [Magic Item]
-Box of Noises [Magic Item] This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, celebration, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds. [Worth: 1000gp]
-Burning Robe: [Cloak] This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric’s slick surface. The robe grants the wearer +5 DEF against Fire and all fire-based spells cast by the wearer have a +1 to their spell DC. Once per combat, the wearer of the robe can emit a 20-foot-radius burst of fire as an AoE magical attack for their turn. Creatures other than the wearer within the area take 2d6 points of fire damage. [Worth: 10,000gp]
-Magma Falls Staff : The staff is made from a shaft of pure obsidian resembling a large dripping stalactite. Three iron bands are placed along it's length, and they appear to have melted the obsidian where they touch it. Each band bears faintly glowing red symbols. (Flameburst) It also allows the bearer to shoot fireballs from it. The runes on the bands begin to glow if they come within 100 feet of a creature that is possessed.
-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.
-Shawl of the Crone [Cloak]
The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer’s actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age. The wearer also gains a +5 bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. [Worth: 2,500gp]
My weapon collection...
-Morningstar [1d8]
-Kris Dagger [1d5]
-Greatsword [2d8]
-Katar [1d5]
-Cold Iron Sawtooth Saber [1d8]
-Silversheen Shortsword [1d5]
-Pearlsteel Dagger [1d4]
-2 Iron Daggers [1d4]
- Cranor Dagger 1d4
- Net (non-lethal) 1d3
- Spear 2d4 w/ Fire*
--Squeaky Hammer [Weapon] - This was a leftover prize from one of the game vendors, and does 1d3 nonlethal damage. Plus, it squeaks when you hit someone!