Slick billy

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Slick Billy



Biography:

My life began in a small region called "Fanta's Meadow". For most of my life i thought i would grow up to be a farmer like my farther. Om my 20th birthday however something awoken inside of me, like a chaotic presence. It wasn't long after that that i started to get restless and had to leave the safety of my home to explore the world.

During my travels i gained a taste of humanoid flesh, i could feel my fiendish heritage growing every day. Even my body started to show the effects of my past. my hands became more claw like, my skin turned hard and scaly and my mind became more chaotic.

I was no longer welcome in my home country, hunted down and jobless i decided to join with a gang of pirates that i had run into.

For some rezone they threw me overboard after eating the captain. i don't know why but they probably found it a good punishment to drown a water-breathing creature like myself.

after a few days at sea i came to a small island that turned out to be a breading ground for pirates. Here i sat down in a bar to grab a drink when my story begins.




Character Sheet

Billycharactersheet.JPG




Feat’s

Claws of the beast [Abyssal Heritor]

Your hands are twisted like claws. This deformity allows you to deal more damage then usual with your unarmed strikes and sneak attacks.

Benefit: Your natural weapons or unarmed strikes gain a +1 Profane bonus on damage rolls. This bonus increases by 1 for for every two Abyssal heritor feats you possess.

Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Slight of Hand checks.


Demonic sneak attack [Abyssal Heritor]

You know exactly how to twist the blade to get the most out of your sneak attacks.

Prerequisite: Sneak attack class feature

Benefit: When you make a successful sneak attack, you can reroll a number of sneak attack damage dice equal to the number of Abyssal heritor feats you possess. You must take the results of the rerolled dice.

Special: You trade feints for finesse and find it difficult to hide your malicious intentions; consequently, you take a -2 penalty on Bluff checks


Cloak of the Obyrith [ Abyssal Heritor]

The chaos of the abyss suffuses your being, as it does the ancient obyriths.

Prerequisite: Chaotic alignement.

Benefit: You gain damage reduction 1/ lawful. The amount of damage reduction increases by 1 for each additional abyssal heritor feat you possess.

Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on survival checks.


Demonic Skin [Abyssal Heritor]

Your skin has rough, scaly patches that enhance your natural armor.

Benefit: Your natural armor bonus improves by 1. This improvement increases by 1 for every two abyssal heritor feats you possess. If you do not have natural armour, assume your natural armor bonus is +0.

Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks


TWO-WEAPON FIGHTING [GENERAL]

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.


IMPROVED TWO-WEAPON FIGHTING [GENERAL]

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


WEAPON FOCUS [GENERAL]

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.


WEAPON FINESSE [GENERAL]

Prerequisite: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.



Skill Trick

Nimble Stand [movement]

You can rely on your acrobatic talent to stand up from prone safely.

Prerequisite: Tumble 8 ranks.

Benefit: You can stand up from prone without provoking attacks of opportunity.



Invocations

Aquatic Adaptation

Least; 2nd

When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours.


See the unseen

Least; 2nd

You grand yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain dark vision out to 60 feet for 24 hours.

See Invisibility: “You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.”


Walk Unseen

Lesser; 2nd

You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH245), except that the duration is 24 hours.

Invisibility: “The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.”





Equipment:

Anklet of Translocation Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp

An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.

You can’t use the anklet to move into a space occupied by another creature, nor can u teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.


Wyrmfang Amulet Slot: Throat Price: 1350gp activation: none (Permanent)

All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t get an enhancement bonus, just the ability to overcome some creatures damage reduction)


Amber Amulet of Vermin (giant bee) Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp

This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes.

Eight varieties of the amber amulet of vermin exist (see table for the details of each version). An amber amulet of vermin works once per day.

GIANT BEE



Medium Vermin

Hit Dice: 3d8 (13 hp)

Initiative: +2

Speed: 20 ft. (4 squares), fly 80 ft. (good)

Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple: +2/+2

Attack: Sting +2 melee (1d4 plus poison)

Full Attack: Sting +2 melee (1d4 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison

Special Qualities: Darkvision 60 ft., vermin traits

Saves: Fort +3, Ref +3, Will +2

Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9

Skills: Spot +5, Survival +1*




Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


Collapsible Pole: (dungeonscape) Cost: 20gp

This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet or 10 feet. You can use the pole to jam doors. Pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full round action.


Lard: (dungeonscape) Cost: 2gp

Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell (PH 237). Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes.


Listening Cone: (dungeonscape) Cost: 8sp

This iron cone can be placed against a surface, such as a door, to aid in listen checks made through the surface. The DC for listening though a door when using a cone increases by 2 (rather then 5), and the DC for listening though stone walls increases by 5 (rather then 15). Listening cones have no effect if not used against a surface.


Alchemist’s Fire: (SDR) Cost: 20gp

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

                   

Antitoxin (vial) : (SDR) Cost: 50gp

If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.


Rope, silk (50 ft.): (SDR) Cost: 10gp

This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.


Masterwork Thief tools: (SDR) Cost: 100gp

This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.


Full cloth, winter: (Arms and Equipment Guide) Cost: 4gp

This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold.

Winter fullcloth is considerd part if the weather outfit described in the players handbook. If worn by itself, it grants a +1 circumstance bonus on fortitude saving throuws against exposure to cold weather (see Cold Dangers in Chapter 3 of the DMG)


Acid (flask): (SDR) Cost: 10gp

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.


Rubber ball: (dungeonscape) Cost: 3gp

A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, travelling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less then 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object , it reverses direction and continues rolling.

Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball doesn’t return. For example, if you hear a splash, you know that a liquid object lies ahead.


Goggles of minute seeing: (SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp

The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.


Healing belt (Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp

While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.

In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)

1 charge: Heals 2d8 points of damage.

2 charges: heals 3d8 points of damage.

3 charges: heals 4d8 points of damage.


Thieving helmet : (Arms and Equipment Guide) Cost: 10gp

This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.