Sailing For Adventure
Deity: Mentocrates (God of knowledge)
Alignment: Chaotic Good
Hit Points: 119…0…0 Shield
Wisdom: 15 ( + 3 SP + 2 NP)
Intelligence: 14 ( + 3 Class)
Movement Speed: 8 (+ 2 w/ Light Armor, +1 cloak)
Armor Class: 17
Amaranthe Cloak (+1 Speed)
Whiplash (Robes) +3AC: Use minor action to turn around causing 2d4 slashing to enemies behind me.
4 pieces of fruit
(2) Herbalism Kit …Healing
(2) Alchemist Supplies +1 Fire Bomb
(2) Poisoner Kit ….Poison
Picture of Constantine knighting someone
Picture of the Initial 8 (Denmark, Constantine, Olaf, Nikolay)
5 Blue Moss (Harvestable on ship, For Major Healing Pot)
6 Red/Blue Algae (Harvestable on Ship, For Water Breathing Pot)
Red Quill Symbol (From clothing)
Red Quill Cloak
Emerald Cloak (The eye of Amaranthe)
Mahogany Magic Meter. (Measures Levels of magic, Bounty Users and Artifact users, dark mag)
0 Bomb Casings (Grenade like casings./Can coat taught rope with oil)
Black key’d notebook, red and white gem key’d notebook.
40lb red cylinder of sending. (Red quill sigil)
Fleck of metal (3 inches around, for testing)
1 Green Coin
Dagger – 1d4
Blow Dart – 1d4 + 2 (30 feet)
Nail Gauntlets – 2d4 (Melee)
Solomon’s Staff 1d6+8 (Melee): Once a session, take half of the life of an enemy, must roll over a 14. If nat 20, can also shape weapon into blood weapon add 8 damage. Can make blood shield, use own health and double a shield on yourself based off of health used.
8 Poison Darts 1d4+2 …..+1d4 poison
Necklace of Knowledge: Gain +3 to any type of selected subject, can change once a session but all previous subjects take a -1 every time a change occurs. (Government)
Knowledge is Power: + 1 Int and Wis once a session for 3 turns or 3 actions. Lose 2 Str and 2 Dex for said turns.
Pod of Stability: roll 3d20, on second turn, you heal that amount. Once a session. +4ac
•Ecologist: Gains a + 3 when inspecting any fluids, adhesive, or plant life. Add this bonus when creating your own mixtures.
•Alchemist(lvl 3): Gain additional uses out of kits/supplies you buy ( + 2). Cut crafting time of basic potions by 50%.
•Discovery (lvl 1): The player can attempt to create their own unique potions. DC checks 12, 15, 20, 30. Depending on the roll is depending on how strong the initial potion is. Confusion.
•Natural Resistance (lvl 2): The player is now resistant to poisons. Through more mixing and experimentation with combustible elements, the character is now resistant to fire.
•Mixologist (lvl 1): While experimenting with the fire bombs the player has learned to mix other potions/elixirs/serums into them. They must roll to carefully mix them correctly (Must roll higher than 12 for success). 1d4 necrotic damage.
•Acid-ophilus (lvl 1): The player uses his alchemy supplies to create an acidic potion that melts armor, reduces AC by 1d4 and if it touches skin deals 1d4.. Must beat dex modifier.
•Force Palm (lvl 1): The player uses their left palm with kinetic force to knock back another creature within melee range. 1d12+8 force damage and knocks back 10 feet.
•Government Proficiency: Gain +3 when dealing with all things government related. (From the Necklace Knowledge)
•Fleet Footed: Gain +2 to movement when wearing only light armor.
•The Early Bird Special: Gain a +2 to any role checks by noon each day. (6am-12pm)
•Woosah: All gasses that would deal damage, take 2 less damage while wearing a helmet.
//•Dragons Curse: Once a session the player send out a cursed dragon from is arm 15 feet wide and goes out 100 feet.anyone caught in this must roll a dc of 15(Dex) to dodge.failed rolls take 5d12+10 and are burned for 2d8 for 3 turns .//
•Decaying Touch (lvl 3): Once every 4 turns, the player can siphon another creatures life force. 3d20+5 and add that to your health. You are able to give half what is taken as your own or a quarter to another player and a quarter to yourself, Must be adjacent to the player.
•Orb of Cataclysmic Restoration (lvl 1): The player releases an orb that travels 30 feet and siphons health from a creature or provide health for your target. 2d20+10. Range 30 feet. Once every 4 turns.
•Minds Eye: Once per session, the player closes his eyes and his third eye opens which allows an automatic Nat20 on inspection and perception. Details are up to the DM for each use.
•Brain Blast: Any wisdom based roll under 10 is doubled. When you Nat20 on any wisdom based roll, player may commune with their Deity to gain extra knowledge. Details are up to the DM for each use. (Minds Eye doesn’t effect Brain Blast)
Historian one time a session the player is able to instantly (nat 20)know a historical event,fact or important information that may have been lost to time or been oppressed hidden from common eyes
-Winter Watcher of klamatico
//Lunatec (From the trials)
Amaltheia – Champion of the sun. (Under light Guardian)
Knight (Batman guy)
Frank (Bull Rush)
Eugene (Guardian of logs/wood.)
Cortana (Guardian of Trevanna Trials)
Drahl The scaled one.
Smorp- Little anteater looking creature. Potential helper to me on the ship!
Myself, paul, salazar, zepplen
Life was normal, my family was just your regular common village folk. We lived in a secluded area in the brush. My twin sister Ana and I just turned 9. We were playing outside in the fields and heard a loud scream, my mother was being held by her neck being choked and father was bound and gagged, shes crying saying that she didn’t know what they were talking about. She yelled out to us to run so we did. The man holding up my mother was wearing a long trench coat emblazoned on the back was a large red feather with a black tip. Hours later we went back the house and saw it had burned down, I could see some blood at the foot of the entrance. Orphaned my sister and I we traveled around a bit and stumbled upon a group of travelers that took us in. The hunter/gatherers type. Ana learned to hunt and I learned to gather. Couple years went by, older and wiser but more stubborn, Ana and I got into a fight and walked away from each other. I walked to one side of the forest to let steam off and collect a couple herbs used for salves that we were running low on. Upon my return our whole camp was ambushed and looted. I saw a half broken bow that I know belonged to my sister with a necklace that was on the floor that my mother gave to her for her birthday. My mother never took it off when she wore it and my sister never took it off, next to the necklace was a large red feather with a black tip, my hairs stood on end. I knew who it was. I grabbed it, put it on and ran. I was only 16, alone scared. Weeks go by. I was wondering in a town and happened to cross a show called the Apothecarium of Ages. Thandril the shop keep, noticed my kinship to herbs and salves and took me in as his apprentice. He taught me how to make potions and poisons. Years go by and my knowledge for alchemical compositions increased. One day heading to the shop I saw Thandril lying dead on the floor, clenched in his hand was a piece of paper that showed me where Thandril’s secret stash of rare potions are. I found the stash and opened it up revealing just one light blue color vial that was warm to the touch and bubbly. “Place my hair in the vial and drink” was labeled on the potion. So I did, I was knocked unconscious and had a vision of being in the shop with Thandril when he was attacked. It was him again but this time I could see his face, a scar cutting down his left grimaced face and one gold tooth and an eye patch over his right eye. The jacket, that same jacket with a red feather. “What are the Red Quills doing this far south” said Thandril. “Wheres the boy?!!” said the man. I woke up, this potion gave me his vision of past sight if only for a few moments I now know his face and his group. If a potion such as this exists maybe I can find a way to make a new one to figure out what happened to my mother and father or even my sister! The necklace, I still have the necklace. That’s my catalyst! The necklace holds all the answers! I set out traveling the open oceans in hopes of discovering something that will help me know more! I need to know!