Izzy's Pocket Lint
Jan 15, 2023 21:20:48 GMT -5
Post by Issala 'Izzy' Arodre on Jan 15, 2023 21:20:48 GMT -5
Skills
Utility: Stealth | Exalted |
Martial: Blades | Exalted |
Martial: Blunt | Novice |
Arcana: Space Domain | Master |
Arcana: Dark Domain | Master |
Modifications
Location | Name | Description |
Hands | Claws | You have your finger and toe nails replaced with long sharp claws, very similar to the claws of an animal. These allow you to scratch and stab like an animal with claws would do, giving your unarmed attacks and normal strikes a sharp edge. Izzy's claws were aleady like this, they're just weapons now |
Teeth | Fangs | You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite. Izzy's teeth were already like this, they're just weapons now |
Chest | Giant's Heart | A graft that adds extra valves to the heart, making it mimic that of a giant's heart. This graft causes the user to permanently grow an extra three feet, with their body proportions growing to match their new size. |
Tattoo | Disjoint Tattoo | This tattoo allows you to manipulate your joints in a very abnormal way. This means you can do things like spinning your head completely around, rotate your arms and legs in awkward directions and even get creative with the way you move your limbs. This only effects the joints and does not apply to body parts that could not normally move. |
Graft | Mystical Archive: All Eye | A pure white eye ball that replaces one of your two primary eyes. This eye works like a normal eye, however has the added effect of being able to see through vision impairing effects, such as mist, smoke or dirt. This eye is also immune to blinding effects from things like flashes and magic. (Gifted by Del) |
Pets
Pet | Description | Cap? |
Obsidian Wyrm | A long, snake-like wyrm with two forelegs which grows roughly the size of a large dog; the wyrm has a rough but smooth exterior, with its scales often compared to polished obsidian. It is a somewhat fickle creature, but loyal to its owner. Its venom acts similar to lava, and the Obsidian Wyrm is able to projectile spit its venom, creating a pool of magma-like acid in roughly a 3 foot circumference. Its venom may burn through most things, and may super-heat metal if exposed for long periods of time. | Yes |
Abilities/Spells
Spell/Ability Slot | Name | Description |
1 | Lockpicking | This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell. |
2 | Reveal Truth | By touching a living creature, you learn everything about them. You know their name, age, gender and any other information about that person. You become aware of any information on their character sheet. You also become aware of their skills and abilities, knowing anything they own in their inventory as well. |
3 | Message | This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated. |
4 | Escaping Technique | A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects. |
5 | Minor Trickery | You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction. |
6 | Infuriate | By touching up to two people, you cause anger and rage to fill their minds. They will begin to thrash about, hitting things and causing an up roar. The anger wells up so much that they will even attempt to fight each other, regardless of their relationship. This spell will last for one post, causing the affected to ignore any actions they were taking and just flip out. |
7 | Counter Spell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic. |
8 | Mystical Archive: Screams of the Underworld | You compel a target to uncontrollably scream for their entire next post. They will just start yelling and screaming at the top of their lungs. They can still take other actions and move, but they just scream. This will attract others attention or disrupt them, throwing off their actions. This will also prevent them from casting spells needing verbal commands. (Gifted by Del) |
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10 | Modification: Fangs | You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite. Izzys teeth were already like this, they're just weapons now |
11 | Chaos Bolt | This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. -Deals dark damage- |
12 | Death Swipe | Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks. -Deals dark damage- |
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Items
Item Slot | Name | Description | ||||||||||||||||||||||
1 | Rapier | A unique finesse weapon that looks much like a long needle. Instead of having a flat bladed edge, the Rapier is a long pointed weapon that is light weight and nimble, excelling best at stabbing and piercing at medium distances. Can be wielded with one hand. -Two enchantment slots- -2 weight- | ||||||||||||||||||||||
2 | Coat of the Red Rogue | A red fabric jacket that can be worn over armor or other clothes. While wearing this jacket you can summon the magic within to alter your size. For two post you can become smaller, taller, thinner or wider, altering the overall size of your body. You can go as small as 6 inches or as tall as 12 feet. You can go as thin as 6 inches or as wide as six feet. This feature can only be used once per topic regardless of which size you choose. All of your gear will change to fit your current body as well as spells and abilities you may use. | ||||||||||||||||||||||
3 | Blink Dust (crafting) | Crafting material that adds a blinking or teleporting like effect to the crafted item. | ||||||||||||||||||||||
4 | Mystical Archive: House Key | A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you. | ||||||||||||||||||||||
5 | Mystical Archive: Hangman's Coil | A seemingly normal leather whip, however when this whips strikes a limb or the head, it will attempt to automatically wrap around it like a snake, binding that limb. The whip will stay wrapped around the limb for one post, allowing its user to tighten the grip, yanking the target around or dealing blunt damage. | ||||||||||||||||||||||
6 | Mystical Archive: Hood of Horrors | Gift from Cyran A dark black hood that can be worn over your head. While worn your entire face will vanish, being replaced by a ghostly or skeletal face. This face can look however you please, but it will be unsettling, scary and frightening, terrifying those who look upon it. Once per topic you can invoke a fear, causing anyone who can see your face to fear it. For their post they will be unable to move towards you or take offensive actions against you. | ||||||||||||||||||||||
7 | Jolly Bag of Tricks | Gift from Morrigan A small, decorative, soft blue cloth bag with glinting silver details that appear like snowfall. It is roughly the size of a coin purse and easily fits in an adventurer's pocket. From the outside, the bag looks flat and empty, but upon pulling the silver, tinsel-like strings and reaching into the bag, the following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
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8 | Shaa's Eternity Ring | A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time) | ||||||||||||||||||||||
9 | Repeater Crossbow | A large heavy crossbow made of thick wood and fitted with odd metal contraptions. This machine operates much like a normal crossbow, however instead of firing a single bolt before needing to be reloaded, this crossbow will fire three separate bolts with the pull of a single trigger, one after the other in quick succession. However because of its size and weight, this weapon requires two hands to use and must be reloaded before being used again. | ||||||||||||||||||||||
10 | Smiling Scimitar | A scimitar whose curved blade is composed of a monstrous mouth of pointed, crooked teeth, almost resembling a smile. This blade is said to have been forged in infernal fire from the parts of conquered monsters. While this functions as a regular scimitar, you can command the maw to open, splitting the blade into two, giving your weapon more reach for the next two posts before it closes again. Once per topic, while the maw is open, you can command it to snap shut, pinning an enemy in place as the fangs do minor piercing damage. While pinned, the enemy can not use martial skills until their next post. While the maw is open, allies and enemy alike hear the sound of faint laughter. | ||||||||||||||||||||||
11 | Mystic Archive: Klepto Gloves | A pair of fine silk gloves that provide no actual protection for the wearer, but they possess magical properties that make them invaluable to any thief. Any small object that is touched with the left-hand glove can be transported to a pocket dimension. These items can then be summoned back to the right-hand glove at desire of the wearer. Up to three items can be stored within the pocket dimension at a time; attempts to add more will have no effect. Items currently being touched by another person cannot be stored using these gloves. | ||||||||||||||||||||||
12 | Mystic Archive: Arcane Proxy | A foot long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply. | ||||||||||||||||||||||
13 | Windmill Shiruiken (An Gift) | A large four bladed hybrid weapon that can be thrown or used as if it was a sword when the blades are folded on top of each other. This fold is accomplished by the layering of rings which act as the hilt of the weapon and separates each blade on a different level just enough that a user can collapse or extend out the blades with a flick of their wrist. 2 points. 2 enchantment slots, can use Marksman and Blade Shop enchantments. | ||||||||||||||||||||||
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Prestige Class: Hunter
Investigation Kit | A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered. |
Camouflage Kit | Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item. |
The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. |
The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points. |
The Mask | A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again. |
Spidersilk Wire | Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each. |
Crude Gunpowder | The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic). |
Carabiners | A hinged hook around the size of a human palm, the hook locks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five. |
Anchors | A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character. |
Glass Spheres | An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit. |
Smoke Powder | A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses. |
Flash Powder | A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses. |
Powdered Capsaicin | A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses. |
Powdered Glass | A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses. |
Caltrops | A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten. |
Sticky Paste | A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses. |
Camo Cloth | Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four. |
Prestige Class: Ranger Level | Ability | Description |
1 | Improvisation Engineer | While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear. |
1 | Novice Trapper | On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden. |
2 | Creative Inventor | Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use. |
2 | Intuitive Bloodhound | Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means. |
3 | Improvisation Master | Now a master of combining and crafting improvised items, your full inventory becomes a series of deadly weapons. You can now create three different make shift items or systems in a single post and can be used until you run out of improvised gear. If you used this ability three times in one post, the third creation counts as a free action. You can now also combine your Improvised, Standard and normal inventory gear together, gaining access to a full arsenal of items to be improvised together. |
3 | Magician's Secret | Nothing can get past the Hunter's ability to sense their surroundings now. You are able to sense any hidden object, person or living creature, regardless of how they are hidden. You will get a mental ping of the exact location of where something is trying to be hidden from you, and can even sense things that are magically hidden, such as by spells or abilities. You can sense invisible enemies or detect things covered up by magic. |
4 | Welcome to the Jungle | Now a master of your craft, all of your creations no longer take an action, letting you create up to three different combinations in a single post while also doing other things. Additionally you have learned the inner workings of trap creation, able to locate and even disarm other traps. Your movements no longer trigger systems that are hidden like traps and can be disarmed by you without being triggered. |
4 | Always Watching | Not only does nothing get past you, but you are also now able to react to someone attempting to strike or harm you from a hidden location. If someone tries to ambush you or attack you from within a cover, normal or magic, you gain a hit prevention against that attack, dampening your enemies attempts to surprise you. Your opponent must be obscured when launching the attack, such as in smoke, invisible or silently undetected. |
4 | The Houdini Act | As you reach peak mastery of your hunting skills, your Camouflage Kit now applies a magic obfuscation on top of its regular disguise effect. This obfuscation causes the equipment to be coated in it to no longer be detected through magical methods. Spells or class abilities will no longer detect you, allowing you to stay hidden from both normal and magical means. |
Prestige Class: Bardic Virtuoso
Virtuosos who draw their power from the Muse of Expression may be lawyers, statesmen, leaders of men, or charlatans but one thing is certain, their speech and mannerisms have power and can warm the coldest of hearts even if it's only fleeting. The courage, passion, or despair they can cause in others can quite literally change the very face of the world given time and resources.
Prestige Class: Bardic Virtuoso Level | Ability | Description |
1 | Tools of the Trade: Inspiring Sigil | Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you. The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects. |
1 | First Steps: Charming Grace | Virtuoso's who hold the Muse of Expression lay claim to a truly Charming Smile, so much so that it almost seems like they can cause compulsion in almost anyone when it comes to angling a conversation in their favor. Three times per topic you can put any one person you are speaking to under your charm, causing them to see you as a trusted friend. You can ask them to complete one favor, which they will attempt to do to the best of their ability. This favor can not force the enemy to harm themselves and the more in danger they become, the more likely it is for the ability to end. The person will remain charmed until they sustain damage or complete the favor. |
2 | Wrath of the Muse | Bardic Muses are often resentful of each other and their followers, becoming spiteful when in the presence of another Virtuoso. Once per topic, if you are in the presence of another Bardic Virtuoso and they do not share your muse, you can choose to end one of their active bard abilities or counter one that is being activated. Wrath of the Muse can not be countered this way. |
2 | Two Step: Rejuvenating Speech | You're voice comes across as very relaxing and calming, filling the air with positive and enthralling vibes that are very sweet to your allies. However, your enemies hear a very different speech, and they begin to feel a sense of foreboding dread that removes their willpower to keep going. An ally who hears you will be healed of all surface-level wounds and will feel inspired, pushing forward and continuing to fight. Enemies who hear you will be unable to cast healing spells or abilities, and can not be healed for the duration of your speech. This effect will last for two posts and can be used two times per topic. |
3 | Encore | Twice per topic, you can summon the power of your muse to speed up your reaction time. If you cast a spell or use a martial skill, you can use this ability to gain a free use of the same spell or ability used. This lets you cast the same ability back to back without taking up a new action or consuming one of its activations. This allows you to perform two actions in the time of one and get an extra use out of limited spells or martial abilities. |
3 | Step Three: Staunch Perseverance | You very voice or gaze fills your allies with the strength to keep fighting no matter how dire the situation is. This affects your allies for two posts and for as long as your allies can hear or see you, they will be immune to spell effects. This will not ignore the damage dealt to them by that spell but will prevent them from any other effects, like being stunned, frozen, shocked, burned, paralyzed, or other status effects. |
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SUBCLASS
Disciple of Vulcadreus
Draconic Visage | Imbued with the draconic energy of Vulcadreaus, the Disciple is capable of accessing and molding this energy causing them to undergo a physical transformation into a humanoid dragon hybrid form. This form lasts for 5 posts, and can be used twice per topic. While transformed you gain all of the grafts listed below for the duration, acting as natural body parts. -Claws -Fangs -Drake Gland(Earth or Fire) -Wings -Prehensile Tail -Horns |
Ashen Breath | The Disciple naturally exhales small clouds of ash as they breathe, but can also spend one post to hold their breath, charging up the volume of the cloud of ash. When it is released, the ash cloud encompasses a ten foot by ten foot space. This volume of ash can cause minor burns on unprotected skin and acts as a visual impairment. |
Cycle of Rebirth | An aspect of the draconic energy of Vulcadreaus is the ability to restart the cycle of rebirth of an organic object. Twice per topic the user can channel this energy into an organic object through touch, which causes it to transmute into its most raw form. (A staff made of wood would turn into a seedling of the type of tree the wood came from, as an example.) |
Gift of the Ancient One | While in your hybrid form your skin becomes as hard as dragon scales as a thin layer of obsidian forms over you, and punishes those that would try to harm your being. The thin layer of obsidian appears as black, red, or brown color spectrum scales that cover the entirety of your body. You gain two hit preventions against physical attacks or attacks that deal earth or fire damage. When each hit prevention is broken the scales explode outwards in a hail of serrated shards of obsidian that deal slashing and piercing damage within the immediate area. This retaliatory armor can be used twice per transformation before any remaining obsidian scales naturally shed off of you. |