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Site Owner Posts: 65 |
Name: Bob Class: Skiller/Magic Item Maker Level: 1 Race: Human HP: 10 Movement: 3
Class Powers: Artificer: Every adventure you may build one magic item. You must gather 3 rare ingredients specified by the GM and succeed on a forging roll at the end of the adventure to complete the item. The GM will secretly base the RR of the forging roll based on the power and difficulty of the magic item you seek to create but it’s usually RR 15 (a difficult task). Having a magic item forging skill (specific skill) would be of great benefit to you in this process. The magic item, if successfully completed, can be any of the following: a magic weapon tailored to any 1 character or being you choose which deals 1d6 damage on a hit instead of the character’s normal damage (not in addition to it), a potion which may be drunk as a free action and heals 2d6 hp + ½ your level (if you drink another it takes your full round to drink), a magical wand which only a wizard type character can use which deals 1d6 damage with 5 charges and functions as a ranged attack which bypasses armor, a magical armor (2-5 blocked failures on 1d20. See: Equipment), or a Magical Item which grants the use of any 1 power/skill in this book to the character who wields it, but the GM gets to choose the power (you state a general purpose, the GM chooses the power/final skill made up as a result). If you have dragon-hide off an elder wyrm you may also forge this at the GM’s discretion but it is very difficult. Dragon hide or equivalent is the strongest known armor in the multi-verse and grants 2-8 failure resistance. See: Equipment. Also at the GM’s discretion you may build any other magic item you can think of (within reason) but the GM always has the final say on what exactly you end up creating. The GM may at any time impose any restrictions/additional costs of magic item creation such as life-force or exorbitant fees in gold that he or she sees fit. Check with your GM before taking this power for details. You can only forge one magic item per adventure and only at the adventure with the 3 ingredients. If you fail the forging roll all ingredients are lost and you must start over from scratch. A note for GM’s on magic items: Magic items found on the character’s adventures will usually be slightly stronger than those forged by a fledgling artificer. Magical weapons will usually deal 1d6 damage, can be wielded by anyone who can use them, and often have 1 or more other special powers or effects such as Mind Reading, Flame Subtype, Cutting Through Anything, or being unbreakable. The GM should allow a high level Artificer to make such cool items, but always be sure some rare and special items can only be obtained by finding them on adventures rather than the players making them themselves. This keeps the fun of the unknown, vast treasures, and powerful and wonderful items of legend alive.
Lock Pick/Trap Disable: gain the lock pick, trap find, and trap disable skills for free and gain +2 in these skills. You can pick locks and disable traps. Others cannot.
Power Suit: You’ve designed your own suit. Has 12 hp and a power source that if struck is destroyed. Deal damage to suit first. Repairing suit takes 1 hour per hp and goes only to 6 hp with brief, ad hock repairs. The suit grants 1 power from any class list +1 A and +1 D., +2 Strength and access to 2 skills when worn. It is cumbersome and may have some penalties or sink/is noisy etc. Describe your suit and its powers.
Gadget: Using next to nothing you make something to solve your predicament 11-20 until you fail at this once at which point you can’t use it again this adventure. Non-combat only.
Skill: choose a skill. You’re specialized in it. Gain +4 when using that skill. Non-combat skill only. You can take this power multiple times. Each time choose a different skill.
Stealth: 11-20 enemies can’t attack you until you attack. Gain +2 to attack on your first attack. Re-roll stealth every round, only a 1-4 fails. (Power Suit ability)
Racial Powers: +4 to any skill; 1 additional free skill
Skills: (with all bonuses added up) Stealth +13 Pick Lock +7 Forging +5 Trap Find/Disable +9 Steal +5 create +5
Bonus skills from Powers: RP = Racial Power PS = Power Suit
RP: Dark Vision: constant active power +1 PS: Stealth (power); STR +2; Intimidation +2 (when wearing)
Equipment: Dagger 1D6 100 Gold (spent 200 on armor) Steel Platebody (blocks/negates 5-6 damage) Ever Burning Torch Extra-Dimensional Space Carrying Cpacity: 1,030 lb's Character Traits: Phrase Expert XP: 0 | |
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-- Bocaj518
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Administrator Posts: 38 |
Hey, Bocaj, very cool character. Does Bob have any quests and deeds to his name yet? I'd love to hear about them. | |
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Member Posts: 34 |
Maybe you should make the artificer power a bit shorter | |
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