...I really need to stop forgetting to level. Anyway, there's a new archery technique in here that is NOT yet approved. But I figure every little accuracy bonus counts.
Also, if I ever get the urge to play a character with two martial skills, a magic skill, and an alchemy skill again, someone please smack me.
Click to reveal.. (Amadan Rayton, XP-214)
AMADAN RAYTON
Pragmatic Male Human Alchemical Hunter of Liea
HEALTH: 28/29 [+1]
STAMINA: 5/10
SKILL POINTS: 000/214
Missile (Archery): 11 (66) [+1]
Magic (Transmutation): 9 (45)
Alchemy: 5 (15)
Perception: 5+1 (15)
Stealth: 5+1 (15)
Arcana: 5 (15)
Nature: 4 (10)
Acrobatics: 4 (10)
Melee (Knives): 4 (10)
Artifice: 4 (10) [+1]
Athletics: 2 (3)
HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.
LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.
NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.
Click to reveal.. (Transmutational Spells (5+2))
Energetic Arrow (MAct-or-1STM; 1Arrow): Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.
-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.
-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.
-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.
-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.
Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.
Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.
Detrimentum: Disintegrates a targeted creature or object.
Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.
Basilisk's Gaze: Turns the targeted object (regardless of composition) to stone. Living (or unliving) creatures require 1 stamina to petrify and get a save versus the effect; after the spell elapses, the target reverts to its original composition unharmed. (Inactive)
Volcanic Arrow (MAct-or-1STM; 3Arrows): This powerful arrow is actually composed of 3; when fired, the arrows are merged into a massive obsidian bolt with a compressed magma core. The arrow itself does elevated damage to the target, but upon impact, the core detonates into a spray of pyroclastic material, burning and igniting/melting everything with a moderate AoE (including whatever was hit by the arrow itself).
Wavefracture (EPIC 2STM): This spell disintegrates everything within a large cone of the caster. Assuming a successful cast, any mundane material or objects caught in the fracture wave is completely vaporized; warded or magical objects are considerably more resistant, but may also be disintegrated. Living (or necromantic) beings caught in the beam take damage and, if killed, have their bodies and equipment reduced to component atoms. The range and width of the beam can be increased at the cost of additional stamina.
Click to reveal.. (Archery Techniques (6))
Shoot From the Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.
Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)
Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.
Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage.
Truefire (FRAct-or-1STM): Utilizes skills, intuition, and perceptive abilities, enabling one to lock onto and shoot a specified target even if the character (or player) can't tell where the target is located, without taking concealment penalties. The character still needs to have a reasonably clear shot, and firing with someone downrange increases friendly fire risk.
Shooter's Stance (MAct): The archer holds their current position and remains steady; so long as the character does not move from that spot, they gain a bonus to missile accuracy and can inflict additional damage on stronger rolls. However, remaining still also makes the character an easier target, causing their defense to drop until they break the stance.
Click to reveal.. (Knife Techniques (2))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.
Disarm: Knocks an enemy's weapon out of its grasp. Does no damage. Dictating where it goes requires a strong roll/stamina.
Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)
Healing Tonic (Water) – Heals 6 HP when drunk.
Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.
Alchemical Fire (Fire) – Catches fire when exposed to air.
Stamina Potion (Earth) – Recovers 3 STM.
Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).
SECONDARY RECIPES (2 REAGENTS)
Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.
Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.
Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.
Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.
Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.
TERTIARY RECIPES (3 REAGENTS)
Sunder Mist (Air + Fire + Water) – This potent brown potion turns into mist on contact with air, eroding and sundering most woods and metals within a 6-space radius of where the potion was opened (or thrown). Magical items and objects are immune to the mist's effects.
Explosive (Air + Earth + Fire) - A thick greasy paste that explodes when struck violently, producing little heat but immense concussive force.
Aural Ether (Air + Earth + Water) – This potion brings the drinker in tune with the magical world. They can more easily spot the presence of magic, and can detect and identify the magical auras of items, enchanted areas, and creatures for the time the potion is in effect. Lasts roughly 30 minutes.
Syrup of Stickiness (Earth + Fire + Water) – This sticky syrup can either be ingested or applied to objects. When ingested, it causes the imbiber to become incredibly sticky, enabling them to keep a far stronger hold on objects and creatures, and improve their ability at climbing, keeping one's balance, or any feat in which stickiness might be helpful for roughly 1 hour. When applied to an object, it causes that object to stick with incredible force to the next person who touches it. The drawbacks should be obvious, and Liea have mercy if this is combined with an Aerolyzer.
Wardwater (Earth + Fire + Water) – When drunk, provides strong protection versus magical attacks. It provides defensive and save bonuses versus magical attacks, spells, and auras. It also provides damage and effect resistance versus instant-hit spells (such as curses, scrying, and some attack spells). Lasts 15 minutes.
Click to reveal.. (Inventory)
WEALTH - 5 Gold, 11 Silvers, 17 Coppers (TOTAL – 5.27)
EQUIPPED/WORN
Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal.
Quiver – A standard quiver for holding arrows.
____8x Wood Arrows – Standard, cheap arrows that can be whittled from long sticks.
____0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.
____9x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.
Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.
Leather Armor– Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs.
Dark Cotton Pants and Undershirt - Motians generally frown upon undressed people in public, especially if they're mammals.
Beetle-Shell Shield (+1DEF, +1 Magic & Elemental Resist) – A shell made from a highly-resistant form of giant beetle. Its toughness provides extra protection from hostile magic and elements.
Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger.
Leather Boots – An important feature of any rugged ensemble.
Hand Axe - A crude hand axe.
Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.
Lit Lantern – A simple light source.
Pack – An adventurer would be nothing without his or her trusty pack.
PACK
Wand of Enchantment Breaking - A wand designed to break enchantments. If used too frequently in too short a period of time, it may break.
Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.
____5x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents
____0x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.
____0x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.
____0x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).
____0x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.
____9ozs Purified Sea Salt - Useful for countering bloodborers or for certain alcoholic beverages.
____Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.
Healing Tonic - A tonic that causes wounds to seal up and life energy to rebalance itself.
Stamina Potion - A potion that eases fatigue and recovers stamina.
Paralytic – A slimy violet poison that causes the muscles of the victim to freeze up, causing either penalties to-act or outright paralysis for a short time.
Primal Philter – Shuts down higher thought processes and taps into primal instincts. Heavily boosts unarmed combat and provides small bonuses to other mundane combat. Heavily penalizes anything requiring considerable thought or focus (such as magic, composure, etc).
Large Vial of Insect Poison (6/10 Doses) - A powerful insect poison useful for repelling and killing insects.
3x Vials of Insect Poison - An insect poison useful for repelling and killing insects. Now in small vial form for added description redundancy!
3x Aerolyzer - Renders a liquid aerosol on contact.
3x Explosive - Vials of alchemical explosive, which detonates on impact or under extreme heat.
Alchemical Fire - A potion that ignites when exposed to air.
3x Jerky – Portions of dried meat. The tastier alternative to hardtack.
2x Waterskins [Full] – Bags capable of holding two days of (preferably potable) water each.
25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.
Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times.
Fancy Clothing – Respectable dark green clothing, fitted so it goes over Amadan's body armor.
Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down.
Insect-Repelling Plants - Plants that repel insects when burned.
Click to reveal.. (Animal Companion)
EMBER
[Gender?] Warhorse
STATUS: Reasonably Healthy
TYPE: Mount
ABILITIES: Running swiftly, maintaining composure during combat.