Amethyst
Amethyst
Mental characteristics
Personal history
A changeling from Bloodwave Bay grew up in a small port side town, young and mischievous with a large case of the curiosity. Growing up they had always a want to learn, to hunt for bits of information, anything that could cause a sense of wonder was enough for her to seek it. Around the age of 5 they took on their first form change, morphing into a dark skinned Elf she saw who was boarding a ship as they passed through. This was her form she was Amethyst.
With many year time moved forward, she learned more of how to use her skill and soon took on the form of a man she once meet and got to know. Taking on their form she would take fixate her focus for work into the business of shipwreck diving. Constantly morphing back and forth between to two over the years of work and time with family she would become very familiar with such shapes that they came second nature to do so with out needing to think so hard on it. Life was fine for her, till around the age of 30 when mishaps started to happen, It would seem the girl she changed into years ago turned into someone who was now notorious for several criminal deeds.
This caused strife for her and her parents having been know to look exactly like they she then seemed. In such a time she would leave her home, wandering to roads and never making contact as to keep them safe, it was till her 40's that she heard the one responsible for it all was finally caught, by the Hand no less. Hearing this it may have lit a torch to her desires of who to work for, knowing they can cross boarders and enact justice in a way that most couldn't once they got across a border allowed them to train for a few years before finally joining while also hoping the journey in itself would bring about much excitement and a flood of information.
Gender Identity
Female, usually seen as herself in her Drow form. Likes to hide in male appearances when doing her Faction work.
Sexuality
Leans towards female partners.
Education
Has spent many year in the waters of Bloodwave bay, searching wrecks and knowing how to survive underwater for a long period of time.
Employment
Grasping Hand [Under dwarven identity]
Accomplishments & Achievements
Didn't lose their mind meeting the Violet Prophet face to face.
Was given the title: Chosen of Trinos. After reliving a past event in a jungle and fighting Lord Trinos himself.
Fell in love with a Noble Drow who seems to return the feelings. <3
Failures & Embarrassments
::Failures::
Was unable to keep a member of the hand alive when they got instant killed by a Octopus backhand.
Mental Trauma
Their own Mortality having experienced a death like state as left them knowing that everything eventually comes to an end and wishes to do what they can before it all ends.
Intellectual Characteristics
Has a large assortment of languages, great investigator.
Morality & Philosophy
See's life as something precious and views everything is worth saving, or at lest attempting to though is not against ending a life if it saves many.
Personality Characteristics
Motivation
While their profession doesn't give the best of light off to many, their are few who have seen the inner goals inside them. They push for justice and those who attempt to hide behind the law to be judged. They don't attempt to do it with their own hand, but are willing to be the hand that takes them to it.
Savvies & Ineptitudes
Highly skilled in deception, imitation, and stealth.
Vices & Personality flaws
Has an almost unhealthy lust/addiction to seek out information, willing to go to great lengths as long as the risk doesn't out weight the reward.
Social
Contacts & Relations
Feels a good connection with the Hkari member Sigrun. After traveling together for a while on several missions in a row, feel more then willing to continue down any path with them as they feel they share a close thought process at least in the acts of wanting to protect others.
Family Ties
[Baby boy Drow] Fin, Van Dervaal
[Baby girl Changeling] Reana, Van Dervaal
[Baby girl Changeling] Reana, Van Dervaal
Religious Views
Her religion is a split between walking a path of a protector and that of a scholar. Her ties to deities seems to bounce between Renantheras and Iass.
Social Aptitude
Generally leans towards the quiet side unless something catches their eye or an event is their focus. She is willing to speak up if she needs to to protect or sway people away from something she need's or knows is dangerous.
Mannerisms
Flirty towards women, deceptive towards men, all around bubbly when not on the job and is in a place to relax.
Hobbies & Pets
Watching-with Cat
Tiny, Beast
Ac: 12
Hit points: 2
Speed: 40, 30 climb speed ft.
Stats: Str: 3 (-4), Dex: 14 (2) , Con:10 (+0), Int 3 (-4), Wis 14 (+2), Cha 7 (-2),
Skills: Perception +4, Acrobatics +4
Senses: passive Perception 14
Languages: -
Challenge: ½
Know with the Watcher. Watch-with Cats have +2 and advantage with Wisdom (Perception) for creatures within 15 feet of them +2 and advantage, but all creature have advantage with Wisdom (Perception) checks with looking for Watch-with Cats.
Night Sight. Watch-with Cats can see with through the dark for up to 30 feet.
With The Observing. With new people and beings that Watch-with Cats meets, they stare at them for 1 minute. This happens with disguised people and being as well as long as they haven’t met them before (this works with disguising based spells as well up to 1st level with this ability.)
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Midnight Ooze Small Ooze, True Neutral CORE AC: 10 | HP: 43 (5d8+15) Speed: 20 ft. | Climb: 30 ft. ABILITIES STR 12 (+1), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 14 (+2), CHA 6 (-2) Proficiency: +4 Saves: CON +7, WIS +6 Skills: Acrobatics +5, Arcana +3, Stealth +5. Condition Immunity: Blind, Charmed, Deafened, Exhausted, Prone Damage Resistance: Acid Senses: Blind, Detect Magic 30 ft., Blindsight 30 ft.; Passive Perception 21. Languages: Sentient; Understands but cannot speak: Common, Dwarven ACTIONS • Pseudopod: melee martial attack (+5 Atk, reach 10 ft., one target, 1d6+1 astral damage and if the target is wearing and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.) • Magic Drain: As an action, a midnight ooze can destroy the magical energy of a single magical effect, this acts as the dispel magic spell. If they succeed in dispelling the magical energy of the effect, they gain sustenance points as per their feed on magic ability. They can use this ability a number of times per long rest equal to one-half of their Proficiency bonus.
SPECIALS • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing. • Antimagic Vulnerability: The midnight ooze is especially weak to abilities and spells that halt or falter magic. They must make a Constitution saving throw every round they are in an area of anti-magic or be destroyed. While subject to a Dispel Magic or similar spell, they must make a Constitution saving throw or suffer a number of d10s of unmitigated damage equal to the spells level. The save DC is based upon the spells level, or 8 + the attacker’s Proficiency bonus + their highest ability score modifier. • False Appearance: While the ooze remains motionless, it is indistinguishable from a shard of blue crystal. • Feed on Magic: The midnight ooze feeds on magical energy, if someone casts a non-cantrip spell or uses an ability that is magical in nature with the intention to feed the ooze, the ooze gains a point of sustenance for every spell level, or the feeder’s proficiency bonus in the case of class features. A midnight ooze needs 4 sustenance points a day or it will begin to diminish and weaken. Every day that it goes without feeding it gains a level of exhaustion that bypasses its immunity, at 6 exhaustion it dies of hunger. A midnight ooze can feed itself by using its magic drain ability.
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Midnight Ooze Small Ooze, True Neutral CORE AC: 10 | HP: 43 (5d8+15) Speed: 20 ft. | Climb: 30 ft. ABILITIES STR 12 (+1), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 14 (+2), CHA 6 (-2) Proficiency: +4 Saves: CON +7, WIS +6 Skills: Acrobatics +5, Arcana +3, Stealth +5. Condition Immunity: Blind, Charmed, Deafened, Exhausted, Prone Damage Resistance: Acid Senses: Blind, Detect Magic 30 ft., Blindsight 30 ft.; Passive Perception 21. Languages: Sentient; Understands but cannot speak: Common, Dwarven ACTIONS • Pseudopod: melee martial attack (+5 Atk, reach 10 ft., one target, 1d6+1 astral damage and if the target is wearing and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.) • Magic Drain: As an action, a midnight ooze can destroy the magical energy of a single magical effect, this acts as the dispel magic spell. If they succeed in dispelling the magical energy of the effect, they gain sustenance points as per their feed on magic ability. They can use this ability a number of times per long rest equal to one-half of their Proficiency bonus.
SPECIALS • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing. • Antimagic Vulnerability: The midnight ooze is especially weak to abilities and spells that halt or falter magic. They must make a Constitution saving throw every round they are in an area of anti-magic or be destroyed. While subject to a Dispel Magic or similar spell, they must make a Constitution saving throw or suffer a number of d10s of unmitigated damage equal to the spells level. The save DC is based upon the spells level, or 8 + the attacker’s Proficiency bonus + their highest ability score modifier. • False Appearance: While the ooze remains motionless, it is indistinguishable from a shard of blue crystal. • Feed on Magic: The midnight ooze feeds on magical energy, if someone casts a non-cantrip spell or uses an ability that is magical in nature with the intention to feed the ooze, the ooze gains a point of sustenance for every spell level, or the feeder’s proficiency bonus in the case of class features. A midnight ooze needs 4 sustenance points a day or it will begin to diminish and weaken. Every day that it goes without feeding it gains a level of exhaustion that bypasses its immunity, at 6 exhaustion it dies of hunger. A midnight ooze can feed itself by using its magic drain ability.
Wealth & Financial state
GP: 4675 gp
Crafting Tokens: 86
Food Token: 0
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Magical Items: Black Hat [Gasping hand] It’s a fedora with a feather – Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand. [Currently left at the Grasping Hand HQ] ______________________________________
Acid Eater +1 Corrupted Studded Leather – Minor Very Rare – Attunement This studded leather has been crafted from the gullet of a giant lizard. Its hunger remains. Ever longing to be fed. Even after making an acidic capsule from a winter and ocean gem to channel its unsated state has proven to merely concentrate on its desires. This time, not for acid. But for blood. You have resistance to acid damage while you wear this armor. Whenever you spend a bonus action for any reason, this item gains a charge, up to a maximum of 2. The charges can be used for the following abilities: Adaptive Armor. As a reaction to being attacked, you can spend one charge to gain +2 AC and reduce any nonmagical bludgeoning, piercing, or slashing damage you take by 3 until the end of your next turn. Corrosive Ray. As an action, you can spend one charge to release the stored energy within the ocean gem to emit a beam of acid at a creature that you can see within 60 feet of you. The target must succeed on a DC 14 Dexterity saving throw or take 4d6 acid damage and take a -1 penalty to AC until the end of your next turn. All charges are lost at the end of combat. Volatile Blood. Whenever a creature uses a melee weapon attack to damage you, that creature takes 1d6 acid damage in return. However, this leaves you in a vulnerable state. Until the start of your next turn, the first time each turn you take lightning damage, you take an additional 1d6 lightning damage. Corrupt Vitality. Whenever you roll your Constitution modifier on the d20 of an attack roll (minimum 1), a pool of acid drops on the ground in a 5-foot square of the target’s space within 5 feet of you. The pool deals 1d4 acid damage to a creature that enters the area for the first time on a turn or starts its turn there. The acid pool itself is not magical, but disappears after 1 minute. Multiple acid pools in the same square does not stack, but there is no limit to how many you can create by this effect. Effects that provide a defense against hostile conditions cannot be added to this item by crafting. [Base Material, Adornment, Enhancement, Enchantment (2x spells), Special Crafter, Special Method] ________________________________
A Lover’s Embrace Wondrous – Common (100gp) This teddy bear of magnificent size rests idly. It was made with care and pride, and a slight hint of excitement for the recipient’s response. After hugging this teddy bear for 1 minute, it will gently hug you back, feeling akin to the embrace of Elaina herself. Though the teddy bear itself does not breathe, the idle comforting sounds of Elaina sleeping can be heard, and the rising and falling of her chest can be felt. It’s comfortable. [In her Bedroom at the GH] ______________________________
Astral Armament Short sword This short sword has been painstakingly forged under the night sky, step by step. An open air forge in Krazax was used to better infuse the already powerful meteor shard with the latent memories of its once true power as a star. >When you attack someone with this short sword, you do an extra 1d6 force damage. >This item has one charge of the following ability that it regains on a long rest. Once per long rest, you may expend a bonus action to heal yourself for 1d6+1. _____________________________________
Ring of the Fae-Lost Wonderous - [Minor Uncommon] This onyx ring inset with moonstone gems has been enchanted under a twilit sky. You have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks made to mislead or misinform another.
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Skeleton Key Wondrous - Major Uncommon (800gp) This thin rod is shaped like an elongated key, and a variety of tools seem to unfold from it. This key has 3 charges. As a bonus action, you can expend 1 charge to gain advantage on your next check against the restrained condition as well as your next check that requires the use of thieves tools. This advantage is lost if it is not used within the next minute. This key regains all charges at dawn. [Base Material, Adornment]
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Scales of Strife Paragon: Sveidra, Cloak of Orion Wondrous (Cloak) – Major Very Rare Artifact (20,160 gp) - Attunement [Attuned] "The cosmos is within us. We are made of star-stuff. We are a way for the universe to know itself." Your Constitution score increases by 2 and your Wisdom score increases by 1, to a maximum equal to your ability score caps. Constellation. On your first turn in combat, you can choose yourself or an ally you can see to become a star in the Constellation until each star is assigned once to three separate creatures. Each star gains an ability based on which one they become, and the respective abilities can only be used if all stars are within 60 feet of and can see each other. Constellation lasts until the end of combat, until a star becomes unconscious, or if Supernova is used. You can use this ability once before finishing a long rest. • Alpha Star: Alpha Stars gain subtle control over gravity. At the beginning of the star's turn, they can shift gravity around the Constellation, reducing any star's movement speed by 20 feet until the beginning of their next turn and increasing a different star's movement by 20 feet. • Beta Star: Beta Stars are able to influence the cogs of time. At the beginning of the star's turn, they can speed up or slow down time itself, swapping their position in initiative with another star whose turn is after theirs. • Gamma Star: Gamma Stars gain the ability to weave the fabric of space in slight alterations. As an item interaction, they can hand an object weighing 2 lbs or less to another star without needing to be next to them. The star needs to have an unoccupied hand to receive the item. Supernova. As a reaction to a star in the Constellation damaging a hostile creature, you can release the full force of the Constellation, creating a stellar implosion centered on the hostile creature. You must be able to see the star and the hostile creature. The creature takes 6d6 force damage and must make a DC 16 Constitution saving throw or be stunned until the end of their next turn. Unleashing this power is exhausting and you cannot take an action on your next turn. Event Horizon. You have a pool of five d8’s you can use to absorb radiant energy. As a reaction to taking radiant damage, you can choose an amount of d8’s you have remaining in your pool and roll them. The radiant damage you take is reduced by the total number rolled. All expended d8's refresh on a long rest. Test of Hardship. For each 10 points of damage taken to your hit points from a single attack by a hostile creature, you gain a +1 bonus to the next saving throw you'd make within 1 minute. This bonus does not stack with itself from multiple attacks taken, only the highest bonus achieved applies. Whenever you make a saving throw against an effect controlled by a hostile creature, you can choose to give yourself disadvantage on the roll. If you would normally have advantage on the saving throw, this ability still forces disadvantage. If you do, and after you've received the effects from the save, you gain your level in temporary hit points until the end of your next turn. If you would still succeed the save, you gain a +2 bonus to your AC until the end of your next turn as well. The AC bonus can stack with itself once. This item is Awakened. Alignment: Lawful Neutral Mental Ability Scores: Int 14, Wis 17, Cha 16 Senses: Constant Detect Magic 100 feet (no concentration, cannot be dispelled), Hearing Communication: Vocal Languages: Common (Grass), Primordial (Astral), Wicked (Infernal) Skills: Arcana, Intimidation (Expertise), Martial Proficiency Bonus: +3 Special Ability: Shift the Battlefield. You can use an action to choose up to 7 creatures you can see within 30 feet. You teleport all targets up to 30 feet to new locations you can see for each one. If a creature is unwilling, it must make a DC 16 Wisdom saving throw. On a success, you shunt it 5 feet in a direction of your choice instead. You can use this ability once before finishing a short or long rest. If Sveidra uses this ability, she need only hear a creature once within the last minute and they be within 30 feet for her to target them. Purpose: Sveidra has three purposes: 1. To guide the wielder to greatness, strictly and honorably, in accordance with Iass' teachings. 2. To help fulfill Oaths, regardless of morality. 3. To travel the Astral sea. Personality: While not a true herald of Iass, the personality of Sveidra is about as close one can get. She is lawful neutral, but tends to lean on the evil side of morality, and can give the impression of selfishness. Yet, she holds honor, dignity, and confidence in high regard, at least respecting those who act with these values, and favoring her wearer even more should they harmonize with her purposes. To this point, though she possesses a streak of malice and wrath, these traits are non-existent to a like-minded ally. However, not to the point of overprotection - they need to learn from their mistakes, after all. She may give recognition to a clever action that does not rely on luck. The cloak billows gently when she laughs. Sveidra refuses to be worn by anyone of a chaotic alignment, with the sole exception if one can convince her that their actions are directly relevant to fulfilling an Oath. In which case, she will help, but only to that end, and will become inert afterwards. She has no qualms berating and insulting such people harshly either, especially at opportune times for the most humiliating impact, be they ally or enemy. She has a keen interest in the Astral sea, and things relevant to it, like teleportation magic and the stars. She is more than happy to converse intellectually should one engage her. Beyond Iass, Sveidra appreciates Falaael more than most other deities due to his affinity in the topic, but hates Oloken'hai even more so with his similarly regrettable connection. Sveidra believes she is worth at least half as much more than normal. (50% increase in value) _______________________________________
The Sage’s Scroll Paragon: Cy, Starlight Bow Being crafted by Antherial [In Crafting] +2 Shortbow – Legendary (12,000gp, 120 days (6,000gp 60 days to upgrade)) – Attunement Worthy 3 An ebony shortbow, modified with various materials to create an exotic polarization of light and dark. Shimmering radiant white like the sun at the arrow rest and grip, yet gradually fading to black as one follows its curved limbs. Your Wisdom score increases by 4 to a maximum equal to your ability score cap. This bow requires no ammunition as power from its astral core conjures arrows into existence as it is drawn. These conjured arrows deal 1d8 force damage. However, you can still use special ammunition if you choose to. Eyes of the Scholar. As a bonus action, you can give yourself advantage on your attacks this turn. Alternatively, you can grant an ally within 60 feet of you that you can see advantage on their attacks on their next turn. This ability can be used 5 times, regaining all uses after a long rest. Knowledge is Power. Knowing your enemy allows you to find out their weak points. For every successful knowledge check (such as Martial, Arcana, or Nature) you make upon an enemy, you gain a +1 to damage dealt to that type of enemy, up to a maximum of 4. Additionally, for every two successful knowledge checks you make upon an enemy, you gain +1 to hit against that type of enemy, up to a maximum of 2. These additional bonuses persists on that same type of enemy until your next long rest. [10:17 PM] Star Bright. When you hit a creature with an attack, you can expend one charge to deal an additional 4d10 force damage and the target cannot benefit from being hidden nor can it benefit from being invisible until the end of your next turn. This ability has two charges regaining all charges on a short or long rest. Starlit Study. After you finish a long rest, choose one of the following skills to gain proficiency in: Arcana, History, Religion, Nature, or Martial. If you are already proficient in the chosen skill, you gain a +3 bonus to checks made using that skill. Proficiencies or bonuses gained from this ability last until you finish a long rest. Exhaust Knowledge. As an action, you can target a creature that you have successfully passed a knowledge check against and force them to make a DC 17 Wisdom saving throw. On a failed save, you forcefully pull knowledge from the target, giving them a stack of exhaustion. You can do this 2 times per long rest. Paragon Ability: Arcane Barrage. Whenever you make any spell attack, a bolt of arcane energy is manifested and automatically fired from your person at the target, dealing 1d4+1 force damage to the target even if the attack misses. This counts as a dart from the Magic Missile spell - effects that modify the damage or dart amount of the Magic Missile spell affects this ability respectively, and it can be blocked by the Shield spell. This only occurs once per spell or other spell attack. This item is Awakened. Alignment: Neutral Good Mental Ability Scores: Int 14, Wis 19, Cha 10 Senses: Truesight (120 feet)Telepathy Communication: Telepathy 60 feet Languages: Common(Grass), Elvish(Imperial), Draconic(Noble), Wicked(Abyssal), Celestial(Archon) Skills: Insight, Martial, History Proficiency Bonus: +4 Special Ability The Pen Is Mightier Than The Sword. Cy has two abilities. You can activate each one once per long rest.As a reaction to you being attacked by a hostile creature, you can convert all of your Knowledge is Power stacks to increase your AC. This lasts until the start of your next turn and the stacks are consumed.
As a reaction to failing a d20 roll, you can add your Arcana bonus to the roll.
Purpose:
1. Be a good mentor for its wielder
2. Push its wielder to teach the young and naive valuable skills
3. Learn from Ancient Dragons
4. Gain knowledge without risking its wielder or others
Personality: Cy is an old wise man who thinks the world has changed too much since “the good ol’ days”. He believes that the future relies on teaching “youngin’s” the wisdom of the past. Cy is overly cautious about delving to deep into forbidden knowledge. Constantly checking to make sure he isn’t doing anything that would hurt himself, or the others around him, and will try to persuade those on the path of the forbidden knowledge to take extra precautions. If Cy’s wielder refuses to listen to his warnings he will become dormant.
[Base Material, Adornment, Enhancement, Enchantment, 2x Spell Invocation, Special Crafter]
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Sorials Masterwork Shoes (Wondrous) - Uncommon (768gp) While wearing these shoes, you reduce environmental damage from walking on hazardous surfaces by 1. This is a mundane effect. Shoes to run, shoes to walk, shoes for any occasion. After all, these shoes were made for walking, and that’s hopefully just what they’ll do.
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Burglar’s Friend Thieves Tools – Minor Uncommon (450gp) This set of finely crafted thieves tools glitter and gleam in the light, but strangely make little noise when maneuvered. Silent Thief: Whenever you would use these tools, any noise you make using them is reduced. Creatures have disadvantage to hear your actions with these tools whenever they would be further than 20 feet away from you.
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Diplomat’s Apparel - Fine Clothing (Wondrous) Uncommon (165gp) Made from finely crafted silk, you are sure to look more than presentable at whatever party you go to. Made to fit any Medium or smaller creature, these fine clothing will mask any odor of sweat, wine, or blood on it while it is worn. Be sure to keep your hands clean! It also smell faintly of citrus, and has a pocket on the front to place a badge or sigil in. [Base Material]
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Wondrous (Robe) - Minor Legendary [14,475gp] - Attunement [attuned] This lightweight robe of an onyx black shade is covered in a fine silvery weave that forms around the robe like a spider's web. Along the low-cut neck line an embroidered silver brooch rests, forming the shape of a spider with deep midnight blue gemstone eyes. While attuned to this robe, you gain access to the following abilities and features: -Spiderkin: You gain devil sight out to 60 feet, and your movement speed is not reduced by webbing or from the web spell. -You gain a +2 bonus on all saving throws. -Your Dexterity score is increased by four.
Magical Items: Black Hat [Gasping hand] It’s a fedora with a feather – Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand. [Currently left at the Grasping Hand HQ] ______________________________________
Acid Eater +1 Corrupted Studded Leather – Minor Very Rare – Attunement This studded leather has been crafted from the gullet of a giant lizard. Its hunger remains. Ever longing to be fed. Even after making an acidic capsule from a winter and ocean gem to channel its unsated state has proven to merely concentrate on its desires. This time, not for acid. But for blood. You have resistance to acid damage while you wear this armor. Whenever you spend a bonus action for any reason, this item gains a charge, up to a maximum of 2. The charges can be used for the following abilities: Adaptive Armor. As a reaction to being attacked, you can spend one charge to gain +2 AC and reduce any nonmagical bludgeoning, piercing, or slashing damage you take by 3 until the end of your next turn. Corrosive Ray. As an action, you can spend one charge to release the stored energy within the ocean gem to emit a beam of acid at a creature that you can see within 60 feet of you. The target must succeed on a DC 14 Dexterity saving throw or take 4d6 acid damage and take a -1 penalty to AC until the end of your next turn. All charges are lost at the end of combat. Volatile Blood. Whenever a creature uses a melee weapon attack to damage you, that creature takes 1d6 acid damage in return. However, this leaves you in a vulnerable state. Until the start of your next turn, the first time each turn you take lightning damage, you take an additional 1d6 lightning damage. Corrupt Vitality. Whenever you roll your Constitution modifier on the d20 of an attack roll (minimum 1), a pool of acid drops on the ground in a 5-foot square of the target’s space within 5 feet of you. The pool deals 1d4 acid damage to a creature that enters the area for the first time on a turn or starts its turn there. The acid pool itself is not magical, but disappears after 1 minute. Multiple acid pools in the same square does not stack, but there is no limit to how many you can create by this effect. Effects that provide a defense against hostile conditions cannot be added to this item by crafting. [Base Material, Adornment, Enhancement, Enchantment (2x spells), Special Crafter, Special Method] ________________________________
A Lover’s Embrace Wondrous – Common (100gp) This teddy bear of magnificent size rests idly. It was made with care and pride, and a slight hint of excitement for the recipient’s response. After hugging this teddy bear for 1 minute, it will gently hug you back, feeling akin to the embrace of Elaina herself. Though the teddy bear itself does not breathe, the idle comforting sounds of Elaina sleeping can be heard, and the rising and falling of her chest can be felt. It’s comfortable. [In her Bedroom at the GH] ______________________________
Astral Armament Short sword This short sword has been painstakingly forged under the night sky, step by step. An open air forge in Krazax was used to better infuse the already powerful meteor shard with the latent memories of its once true power as a star. >When you attack someone with this short sword, you do an extra 1d6 force damage. >This item has one charge of the following ability that it regains on a long rest. Once per long rest, you may expend a bonus action to heal yourself for 1d6+1. _____________________________________
Ring of the Fae-Lost Wonderous - [Minor Uncommon] This onyx ring inset with moonstone gems has been enchanted under a twilit sky. You have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks made to mislead or misinform another.
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Skeleton Key Wondrous - Major Uncommon (800gp) This thin rod is shaped like an elongated key, and a variety of tools seem to unfold from it. This key has 3 charges. As a bonus action, you can expend 1 charge to gain advantage on your next check against the restrained condition as well as your next check that requires the use of thieves tools. This advantage is lost if it is not used within the next minute. This key regains all charges at dawn. [Base Material, Adornment]
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Scales of Strife Paragon: Sveidra, Cloak of Orion Wondrous (Cloak) – Major Very Rare Artifact (20,160 gp) - Attunement [Attuned] "The cosmos is within us. We are made of star-stuff. We are a way for the universe to know itself." Your Constitution score increases by 2 and your Wisdom score increases by 1, to a maximum equal to your ability score caps. Constellation. On your first turn in combat, you can choose yourself or an ally you can see to become a star in the Constellation until each star is assigned once to three separate creatures. Each star gains an ability based on which one they become, and the respective abilities can only be used if all stars are within 60 feet of and can see each other. Constellation lasts until the end of combat, until a star becomes unconscious, or if Supernova is used. You can use this ability once before finishing a long rest. • Alpha Star: Alpha Stars gain subtle control over gravity. At the beginning of the star's turn, they can shift gravity around the Constellation, reducing any star's movement speed by 20 feet until the beginning of their next turn and increasing a different star's movement by 20 feet. • Beta Star: Beta Stars are able to influence the cogs of time. At the beginning of the star's turn, they can speed up or slow down time itself, swapping their position in initiative with another star whose turn is after theirs. • Gamma Star: Gamma Stars gain the ability to weave the fabric of space in slight alterations. As an item interaction, they can hand an object weighing 2 lbs or less to another star without needing to be next to them. The star needs to have an unoccupied hand to receive the item. Supernova. As a reaction to a star in the Constellation damaging a hostile creature, you can release the full force of the Constellation, creating a stellar implosion centered on the hostile creature. You must be able to see the star and the hostile creature. The creature takes 6d6 force damage and must make a DC 16 Constitution saving throw or be stunned until the end of their next turn. Unleashing this power is exhausting and you cannot take an action on your next turn. Event Horizon. You have a pool of five d8’s you can use to absorb radiant energy. As a reaction to taking radiant damage, you can choose an amount of d8’s you have remaining in your pool and roll them. The radiant damage you take is reduced by the total number rolled. All expended d8's refresh on a long rest. Test of Hardship. For each 10 points of damage taken to your hit points from a single attack by a hostile creature, you gain a +1 bonus to the next saving throw you'd make within 1 minute. This bonus does not stack with itself from multiple attacks taken, only the highest bonus achieved applies. Whenever you make a saving throw against an effect controlled by a hostile creature, you can choose to give yourself disadvantage on the roll. If you would normally have advantage on the saving throw, this ability still forces disadvantage. If you do, and after you've received the effects from the save, you gain your level in temporary hit points until the end of your next turn. If you would still succeed the save, you gain a +2 bonus to your AC until the end of your next turn as well. The AC bonus can stack with itself once. This item is Awakened. Alignment: Lawful Neutral Mental Ability Scores: Int 14, Wis 17, Cha 16 Senses: Constant Detect Magic 100 feet (no concentration, cannot be dispelled), Hearing Communication: Vocal Languages: Common (Grass), Primordial (Astral), Wicked (Infernal) Skills: Arcana, Intimidation (Expertise), Martial Proficiency Bonus: +3 Special Ability: Shift the Battlefield. You can use an action to choose up to 7 creatures you can see within 30 feet. You teleport all targets up to 30 feet to new locations you can see for each one. If a creature is unwilling, it must make a DC 16 Wisdom saving throw. On a success, you shunt it 5 feet in a direction of your choice instead. You can use this ability once before finishing a short or long rest. If Sveidra uses this ability, she need only hear a creature once within the last minute and they be within 30 feet for her to target them. Purpose: Sveidra has three purposes: 1. To guide the wielder to greatness, strictly and honorably, in accordance with Iass' teachings. 2. To help fulfill Oaths, regardless of morality. 3. To travel the Astral sea. Personality: While not a true herald of Iass, the personality of Sveidra is about as close one can get. She is lawful neutral, but tends to lean on the evil side of morality, and can give the impression of selfishness. Yet, she holds honor, dignity, and confidence in high regard, at least respecting those who act with these values, and favoring her wearer even more should they harmonize with her purposes. To this point, though she possesses a streak of malice and wrath, these traits are non-existent to a like-minded ally. However, not to the point of overprotection - they need to learn from their mistakes, after all. She may give recognition to a clever action that does not rely on luck. The cloak billows gently when she laughs. Sveidra refuses to be worn by anyone of a chaotic alignment, with the sole exception if one can convince her that their actions are directly relevant to fulfilling an Oath. In which case, she will help, but only to that end, and will become inert afterwards. She has no qualms berating and insulting such people harshly either, especially at opportune times for the most humiliating impact, be they ally or enemy. She has a keen interest in the Astral sea, and things relevant to it, like teleportation magic and the stars. She is more than happy to converse intellectually should one engage her. Beyond Iass, Sveidra appreciates Falaael more than most other deities due to his affinity in the topic, but hates Oloken'hai even more so with his similarly regrettable connection. Sveidra believes she is worth at least half as much more than normal. (50% increase in value) _______________________________________
The Sage’s Scroll Paragon: Cy, Starlight Bow Being crafted by Antherial [In Crafting] +2 Shortbow – Legendary (12,000gp, 120 days (6,000gp 60 days to upgrade)) – Attunement Worthy 3 An ebony shortbow, modified with various materials to create an exotic polarization of light and dark. Shimmering radiant white like the sun at the arrow rest and grip, yet gradually fading to black as one follows its curved limbs. Your Wisdom score increases by 4 to a maximum equal to your ability score cap. This bow requires no ammunition as power from its astral core conjures arrows into existence as it is drawn. These conjured arrows deal 1d8 force damage. However, you can still use special ammunition if you choose to. Eyes of the Scholar. As a bonus action, you can give yourself advantage on your attacks this turn. Alternatively, you can grant an ally within 60 feet of you that you can see advantage on their attacks on their next turn. This ability can be used 5 times, regaining all uses after a long rest. Knowledge is Power. Knowing your enemy allows you to find out their weak points. For every successful knowledge check (such as Martial, Arcana, or Nature) you make upon an enemy, you gain a +1 to damage dealt to that type of enemy, up to a maximum of 4. Additionally, for every two successful knowledge checks you make upon an enemy, you gain +1 to hit against that type of enemy, up to a maximum of 2. These additional bonuses persists on that same type of enemy until your next long rest. [10:17 PM] Star Bright. When you hit a creature with an attack, you can expend one charge to deal an additional 4d10 force damage and the target cannot benefit from being hidden nor can it benefit from being invisible until the end of your next turn. This ability has two charges regaining all charges on a short or long rest. Starlit Study. After you finish a long rest, choose one of the following skills to gain proficiency in: Arcana, History, Religion, Nature, or Martial. If you are already proficient in the chosen skill, you gain a +3 bonus to checks made using that skill. Proficiencies or bonuses gained from this ability last until you finish a long rest. Exhaust Knowledge. As an action, you can target a creature that you have successfully passed a knowledge check against and force them to make a DC 17 Wisdom saving throw. On a failed save, you forcefully pull knowledge from the target, giving them a stack of exhaustion. You can do this 2 times per long rest. Paragon Ability: Arcane Barrage. Whenever you make any spell attack, a bolt of arcane energy is manifested and automatically fired from your person at the target, dealing 1d4+1 force damage to the target even if the attack misses. This counts as a dart from the Magic Missile spell - effects that modify the damage or dart amount of the Magic Missile spell affects this ability respectively, and it can be blocked by the Shield spell. This only occurs once per spell or other spell attack. This item is Awakened. Alignment: Neutral Good Mental Ability Scores: Int 14, Wis 19, Cha 10 Senses: Truesight (120 feet)Telepathy Communication: Telepathy 60 feet Languages: Common(Grass), Elvish(Imperial), Draconic(Noble), Wicked(Abyssal), Celestial(Archon) Skills: Insight, Martial, History Proficiency Bonus: +4 Special Ability The Pen Is Mightier Than The Sword. Cy has two abilities. You can activate each one once per long rest.
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Sorials Masterwork Shoes (Wondrous) - Uncommon (768gp) While wearing these shoes, you reduce environmental damage from walking on hazardous surfaces by 1. This is a mundane effect. Shoes to run, shoes to walk, shoes for any occasion. After all, these shoes were made for walking, and that’s hopefully just what they’ll do.
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Burglar’s Friend Thieves Tools – Minor Uncommon (450gp) This set of finely crafted thieves tools glitter and gleam in the light, but strangely make little noise when maneuvered. Silent Thief: Whenever you would use these tools, any noise you make using them is reduced. Creatures have disadvantage to hear your actions with these tools whenever they would be further than 20 feet away from you.
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Diplomat’s Apparel - Fine Clothing (Wondrous) Uncommon (165gp) Made from finely crafted silk, you are sure to look more than presentable at whatever party you go to. Made to fit any Medium or smaller creature, these fine clothing will mask any odor of sweat, wine, or blood on it while it is worn. Be sure to keep your hands clean! It also smell faintly of citrus, and has a pocket on the front to place a badge or sigil in. [Base Material]
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Wondrous (Robe) - Minor Legendary [14,475gp] - Attunement [attuned] This lightweight robe of an onyx black shade is covered in a fine silvery weave that forms around the robe like a spider's web. Along the low-cut neck line an embroidered silver brooch rests, forming the shape of a spider with deep midnight blue gemstone eyes. While attuned to this robe, you gain access to the following abilities and features: -Spiderkin: You gain devil sight out to 60 feet, and your movement speed is not reduced by webbing or from the web spell. -You gain a +2 bonus on all saving throws. -Your Dexterity score is increased by four.
Alignment
True Neutral
Honorary & Occupational Titles
Chosen of Trinos – Advantage on all poison Saving Throws. 20ft Swim speed. +1 damage when using a slashing weapon.
Infernal Denial – You gain a +2 to Constitution, in addition you receive advantage on any saving throw caused by an outsider with an Evil alignment. [Attuned]
Age
32
Birthplace
Bloodwave Bay
Children
Current Residence
The Floating City of Khao [Jackson's pub]
Gender
Female
Eyes
Violet
Hair
Dirty blonde
Skin Tone/Pigmentation
Tan
Height
5'10
Weight
150
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