Aymes Firemane Character in Verum | World Anvil

Aymes Firemane

Aymes Firemane (a.k.a. The Bloodhound of Daborak)

"Names Aymes, and I will be your rogue for this evening."

Physical Description

General Physical Condition

Tall and slender.

Body Features

Lightly Tanned skin.

Facial Features

Piercing green eyes. His face is partially obscured by his medium length brown hair.

Identifying Characteristics

His left arm is marked with three long claw like scars tearing diagonally down its length.

Mental characteristics

Personal history

As a child Aymes was either born in, or abandoned at The Howling Hills.

Education

Everything he was taught he learned from a kindly old tabaxi woman.

Employment

Bounty Hunter, Palm of the Grasping Hand.

Accomplishments & Achievements

Helped fix The Seal of the Seven found in the Krazax mountains, Sacrificed prestige gained to help another.
Reinforced the team exterminating undead from that unnamed fort in After The Freeze. ( Prestige 3 mission. Gained 1. )
Captured the Emerald Marquis. ( Prestige 3 mission. Gained 1. )
Rescued Marius Kaylock, Artamo Brentwood, and Cassia Brentwood of Gallowsway, Daborak from The Riverstone Reavers. And captured their leader in the process. ( Prestige 3 mission. Gained 1. )

Mental Trauma

A much younger Aymes had to watch his best mate Bellerose get his head taken off by a night guard. The poor lad was a lycan, Aymes strayed far from safety on a bad night, and the rest is history.

Social

Family Ties

Wife: Freya Firemane (https://www.worldanvil.com/w/verum-arcadum/a/freya-person)

Hobbies & Pets

Styx ( Golden Retriever. - The Kennel Camps Event. )
Alignment
Chaotic Neutral
Date of Birth
Unknown
Children
Gender
Male
Eyes
Green
Hair
Long brown hair
Skin Tone/Pigmentation
Lightly tanned
Height
6ft
Quotes & Catchphrases
"Not all those who wander are lost."
Known Languages
Leaf Common, Nomad Elven.

Aymes Firemane

Wood Elf Race
Dolten - Dark Howler Origin
Rogue ( Inquisitive ) 11, Cleric ( Time ) 12 Class & Level
Chaotic Good Alignment
The Seven Deity
The Grasping Hand Faction
Palm Rank/Position
18 Loyalty
The Cerulean Vanguard Company

Strength 12
+1
Dexterity 20
+5
constitution 12
+1
intelligence 10
+0
wisdom 18
+4
charisma 20
+5
Total Hit Dice 5
Hit Die
1d8+1
+4 proficiency bonus
+1 Strength
+9 Dexterity
+5 Constitution
+4 Intelligence
+4 Wisdom
+5 Charisma
saving throws
+9 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
+3 Deception
+0 History
+12 Insight
+5 Intimidation
+0 Investigation
+12 Martial
+4 Medicine
+0 Nature
+12 Perception
+5 Performance
+9 Persuasion
+0 Religion
+13 Sleight of Hands
+15 Stealth
+4 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
17
Armor Class
85
Hit Points
+7
Initiative
35
Speed
Shade Bow 13 + Shadow Arrow + Sneak attack ( Range: 80/320 ) 1d20+9+2 1d6+2d4+1d6+6d6+5+2 Piercing, Cold, Necrotic
Shade Bow 13 ( Range: 80/320 ) 1d20+9+2 1d8+5+2 Piercing + 1d6 Cold
Umbral Feather ( Range 30 ) 1d20+9 1d8+5 Piercing
The Dark Jack 1d20+9 1d3+4 Bludgeoning
Dagger ( Range: 20/60 ) 1d20+9 1d4+5 Slashing
Dagger ( Offhand ) 1d20+5 1d4+5 Slashing
Net ( Range: 5/15 ) 1d20+8
Sneak Attack 6d6 Additive
Shadow Arrow 2d4 Necrotic
Attacks
Passives:

Perception: 26 / 31 (Steady eye)
Perception ( 90ft Scent Sense ): 31
Investigation: 15 / 20 (Steady eye)
Insight: 21

 
Skills:
Athletics, Perception, Stealth, Martial, Sleight of Hand, Persuasion, Insight.

Expertise:

Perception, Stealth, Insight, Martial, Sleight of Hand
Languages:
Common, Elven, Thieves' Cant, Wicked.

Armor:
Light Armor.
Weapons:
Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Shortbows, Longbows.
Tools / Instruments:
Thieves’ tools (Expertise), Alchemist Supplies, Cook's Utensils, Lute (Expertise), Land Vehicle (Jail Wagon).
Attribute Cap Increases:
+2 Wisdom ( GH )


Proficiences

Cleric


Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 2 First Level

Cantrips


Thaumaturgy

Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.

You cause flames to flicker, brighten, dim, or change color for 1 minute.

You cause harmless tremors in the ground for 1 minute.

You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

You instantaneously cause an unlocked door or window to fly open or slam shut.

You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.



 
Resistance

Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.



 
Mending

Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.



 


First Level - 5 Prepared / 2 Domain


Healing Word

1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.



 
Bless

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.



 
Purify Food and Drink

1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.



 
Detect Poison and Disease

1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



 
Shield of Faith - Not prepared at the moment

1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.



 
Magic Missle

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.



 
Longstrider

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.



 


Ceremony

Wood Elf Magic


Guidance

Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.



 

Longstrider

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.



 

Pass Without A Trace

2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.


 


Shade Bow


Invisibility

2nd level illusion
Casting Time: 1 action
Range: touch
Components: V, S, M
Duration: 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.


 

Spellcasting



Currency:

Copper: 5
Silver: 0
Gold: 0
Platinum Pieces: 0
Crafting Tokens: 0

 
Weapons:

Shade Bow 13
Cleaner's Arms
Sniper's Sidearm ( Loaded. )
The Dark Jack
Silvered dagger
Dagger x6
Net
Quiver: /20

    Arrows: 17
    Silver Arrows: 3

Spare Quiver of Arrows: /20

    Arrows: 9

Bolt Pouch: /20

    Bolts: 19


 
Worn:

Call of the Night
Fine clothes
Tellen's Mistake
Necklace with a pendant of The Seven (Holy Symbol)
Poisoner's Gloves ( Left: Malice ) ( Right: Essence of Ether )
Masterwork Bandolier ( Loaded with: Supreme Healing Potion, Potion of Bottled Breath , Potions of Greater Healing, Invisibility potion )
Void Bandolier ( Loaded with: Superior Healing Potion, Invulnerability Potion , Essence of Ether, Scroll of Gentle Repose )

 
Misc:

The Black Hat ( Newsboy Cap style.)
( Never worn unless on a contract.)
Thieves’ tools
A horn with which to summon help
A set of manacles
Component Pouch
Pole of Collapsing

Messenger Bag: (Burglar’s pack)

    A bag of 1,000 ball bearings
    10 feet of string
    A bell
    5 candles
    A crowbar
    A hammer
    10 pitons
    A hooded lantern
    2 flasks of oil
    5 days rations
    A tinderbox
    Waterskin (Full)
    The pack also has 50 feet of hempen rope strapped to the side of it. W/ Grappling hook


Second Messenger Bag: (Backpack)

    Gordon Ramlake's Cook Utensils +1
    Chalk
    Spyglass
    Caltrops (20)
    Glowing Hempen Rope (50ft)
    Calligrapher's Supplies
    scroll of feather fall
    4 Drow Poison
    Wyvern Poison
    4 Potions Of Greater Healing
    1 Invisibility potions
    Antitoxin

Wooden carving of Aymes from Skye Ventus
A set of black silken fine clothes and embroidered handkerchief ( A rose with the Initials A.B. ) from Freya
Drawings of Aymes, Mir'lok and Creek from Rese


 
Vehicles Owned:

Jail Wagon. ( Keys on person. )

 
Possessions not on person:

Expensive Wine (125gp) ( Frost has it)

 

Possession On Cart:

Chest ( locked )
Second Chest ( Also locked )
Masterwork longbow
Alchemist supplies
Bedroll
Blanket
A T-Shirt that says “I survived Dsangir and all i got was this lousy t-shirt”
a keg of alcohol
Shovel
Block and Tackle
3x Two Person Tents
A bag of 1,000 ball bearings
Caltrops (20)
Waterskin (Full)
A Tinderbox
A set of hardy traveling clothes
10x pairs of manacles
Bandolier

 


Item Descriptions:


Call of the Night - Crippling Attuned

Crafted by Aymes Bellerose
Studded Leather Armour - Legendary 10940gp - Crippling Attunement - Attuned - Send help


Upon attunement, the armour is magically attached to your shadow. Unattuning from this item permanently removes your shadow, dealing 3d6 necrotic damage, and you become vulnerable to radiant damage. You must have a shadow to attune to this item. A silver brooch remains on your person, and serves as a focus from which the armour can be summoned to fit you.

A wonderful silver brooch adorned with two little black raven wings, that, every so often, seem to fade from reality, but only for the blink of an eye. The user's shadow comes forth to protect them from harm, forming up around the brooch.

Your Dexterity score is increased by 4, to a maximum equal to your ability score cap.

As an item interaction, this armour can be sent into your shadow, leaving behind a silver brooch up to 3 inches in diameter, with an appropriate means of attaching to the wearer as they wish. It cannot be removed by a creature other than the wearer, unless forcefully unattuned. While in brooch form, you are not considered to be wearing the armour, thus not benefit from its AC bonus. You can use another item interaction to turn it back into its original shape, or make cosmetic changes to it, as your shadow gathers around the brooch to protect you.

You gain advantage on stealth checks.
Wings of the Night. As an action, or as a reaction to falling 20 feet or more, you can cause the two small feathers of this item to increase in size, shadows coalescing into umbral wings from your back, with which you can take flight. If this ability is activated while in brooch form, it immediately turns into armour. For 1 minute, or until you fall unconscious, you gain the following benefits:
• You gain a fly speed of 30 feet.
• While you are flying, your AC is increased by 4 against ranged attacks targeting you.
• You can use the wings of this armour to make ranged weapon attacks against an enemy you can see within 30 feet, dealing 1d8 + your Dexterity modifier piercing damage on a hit. You can attack in this way with an action or as a bonus action.
You can use this ability three times per long rest.

Blessings of the Shadows. As a bonus action, you can use your shadow to summon an arrow of pure shadows. This arrow does 2d4 Necrotic Damage, and can be summoned back as an item interaction.

Step of Silent Shadows. As an action you and up to one willing creature within 5 feet of you can teleport to a space that you can see within 50 feet. You can do so three times, regaining spent uses when you complete a long rest.

[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation]


 
Shade Bow 13 - Attuned

+2 Shortbow - Major Very Rare [sell: 10,200gp] - Attunement
This finely formed bow of mithral is darkened with an ebon glow that seems to shroud the wielder in shadows.

While attuned to this shortbow, you gain access to the following abilities and features:
-Shadowmark: You gain a +2 bonus on Stealth checks while wielding this bow, and twice per long rest you can cast the Invisibility spell on yourself.
-Gloom Escape: Immediately after making an attack that breaks stealth, you can as a bonus action teleport up to 60 feet away to a place of dim light or darkness that you can see and immediately make another stealth check to hide, as long as this new location is suitable to hide in.
-This bow deals an additional 1d6 points of Cold damage.

 

Beauty in Enlightenment - Attuned

Beauty in Enlightenment
Wondrous Mask - Legendary - Worthy 2 Exclusive Attunement
A stunningly brilliant black and white eye-mask once worn by a forgotten religious leader which grants its wearer unearthly Charisma. Those who gaze upon its wearer are struck with awe by the divine presence instilled by this mask and inspired to see its bearer’s goals fulfilled at all costs, even beyond death.

You may not attune to any other item that boosts your Charisma Score while attuned to this item.
Your charisma score is increased by 4, up to a maximum equal to your score cap.

Divine Presence: At the start of your turn, you may choose one ability score. You gain a bonus to saves with that ability score equal to your Charisma Modifier until the start of your next turn.

The March of the Broken: When an ally you can see within 120 feet would be slain by either failing their last Death Saving Throw or from an Instant Death effect, as a reaction you may expend your own Hit Dice to temporarily grant them a second lease. For each hit dice you expend in this manner, the target individual is granted an additional round to live. During this duration, the target individual has a Max HP of 1, but cannot be slain through conventional means. Each time the resurrected individual would be defeated during this duration, they instead have the remaining duration of the effect reduced by one round. Once the duration expires, the affected creature immediately suffers six levels of exhaustion and is unable to be resurrected for 24 hours. Servants of the Enemy and extraordinarily powerful creatures may bypass or prevent this effect.
If you expend your last Hit Dice on this ability, you suffer six levels of exhaustion after one minute and cannot be resurrected for 24 hours.

The Faith of the Pious: Whenever you would expend a Bardic Inspiration Die, score a critical hit, or roll a Natural 20 on a saving throw in True Combat you gain one point of Fidelity, to a maximum of 6. All points of Fidelity fade after combat. Fidelity can be expended for powerful effects.

Inspire Heroics: As a reaction, whenever an ally you can see within 120 feet would benefit from either a source of Bless or Bardic Inspiration origination from you, you may expend one Fidelity to double the result.

Manifest Destiny: As a reaction, whenever an ally you can see within 120 feet would fail an attack roll, skill check, or saving throw, you may expend two Fidelity to grant them a reroll per the Lucky Feat.

Inspire Ferocity: As a reaction, whenever an ally you can see within 120 feet would critically hit an attack, you may expend three Fidelity to double all damage dice rolled as part of the critical hit.

Slots Used: Base, ???

 
Ring of Intuition

Ring of Intuition


Wondrous Ring - Uncommon

The wearer of this ring discoverers the truth they seek. Once per day, the wearer of this ring can gain advantage on a single Wisdom (Insight) check.

Slots used: Base Material
Light in the Dark

(Shortbow - Major Uncommon)
When you hit a creature with this weapon that is unaware of your presence or location, you deal an additional +1 damage.
While using this bow, you may extinguish non-magical fires in a size equivalent to a torch or small campfire by hitting the flame with an arrow.
As an action, you may create an arrow of radiance and fire it as normal. This arrow does no damage, but if it strikes an evil creature, they must succeed on a DC 12 Wisdom saving throw or lose any mundane low-light or darkvision they possess for 1d4 rounds. This ability may be used three times and refresh at dawn each day.
Slots Used: Base Material

 
Aviator’s Goggles

Aviator’s Goggles
Wondrous Goggles – Major Rare
These goggles were owned by a well connected skyknight in service to the Coin Lords, allowing him to take more clandestine operations. A failure lost him them, but thankfully not his life. Bound with comfortable leather and soft elastic they can be fitted on any humanoid sized helmet, or simply worn bear.

While wearing these goggles you have advantage on Wisdom (Perception) checks made in obscurement caused by bad weather conditions.

Nightvision: As a bonus action you can call upon the magic within these goggles, causing the glass to change from transparent to a pitch black. For the next minute looking through these goggles grants 60 feet of darkvision. If you already possess darkvision, its range is instead increased by 30 feet. You can do this twice, regaining spent uses at dawn.

[Slots Used: Base Material, Enchantment, Enhancement]

 
APPRENTICE'S WAND OF MAGIC DETECTION

APPRENTICE'S WAND OF MAGIC DETECTION
Wondrous Wand - Minor Uncommon
As per a Wand of Magic Detection but with 2 charges. The wand regains 1 expended charge daily at dawn.
[Slots Used: Base]

 
Iorik's Last Jest

Iorik's Last Jest
T3 Mission Reward
Wondrous (Stone) - Rare (2,200gp)

In an ironic twist of fate, the infamous gravedigger Iorik had his own grave robbed. In the process, his tombstone was chipped, causing this cracked piece of stonework to fall beside his grave. This fist-sized stone is mysteriously enchanted with it the peculiar intuition that kept the now-dead Iorik alive and uncaught for so many years.

The Dead of Night: Gravedigging ain't much, but it's dishonest work. Don't get caught! As an action, you can cast a modified Pass Without Trace on yourself. You can only perform this action during nighttime, and you may not target other creatures. You must concentrate on the spell to maintain its effect; additionally, the spell's effects instantly expire when in combat.

Grave Doubt: The last thing a gravedigger wants when prying open coffins is a spooky skeleton surprise. This chipped stone vibrates when an undead creature is within ten feet.

This item is Glorybound.

 
Sniper’s Sidearm

+1 Hand Crossbow – Very Rare (4500gp) – Attunement

A hand crossbow that was once used by a skyknight known for his keen eyes and ability to accurately hit at far greater distances than his weapon should have allowed. He made the unfortunate mistake of crossing the Emerald Marquis, and soon met his demise.

You can choose to deal nonlethal damage with bolts fired from this Hand Crossbow.

Sniper’s Sight: As a bonus action you can increase the range of this weapon from 30/120 feet to 80/320 feet for 1 minute. You can use this ability twice, regaining spent uses when you complete a long rest.

Quick Retreat: As a reaction to a creature that can see you making an attack against you, before the attack is rolled, you can move up to half your speed away from that creature. This movement does not provoke attacks of opportunity, and the attack roll that triggered this ability is made with disadvantage. You can use this ability twice, regaining spent uses when you complete a short or long rest.
[Base Material, Enhancement, Enchantment]


 
Frozen Pendant

Wondrous - Minor Rare 1300gp - Attunement
A magic pendent once hosting a powerful flame, now cold as ice. When placed into water it will begin chilling it frozen or heating it to a boil. Maximum two pints at a time.

You gain resistance to cold and fire damage both

[Base Material, Enhancement, Enchantment ]


 
Green Conjuration Cube

Cube (Wondrous) - Minor Uncommon (250gp)

This is a hollow green 1 foot cubed cube tied to the arcane school Conjuration.

Small objects can meld through the surface of this cube to be held inside. It takes an action to remove them. As an action, you can cause this cube to teleport in any direction up to 30 feet away.

When this cube is near at least 4 other cubes tied to the arcane schools, an action can be used to turn the user into a green hue for 8 hours.

[Base Material]


 
Cleaner's Arms

(+1 Longbow) - Major Rare (2400gp) - Attunement - Attuned

This blackened bow drips with scorn and violence.

While attuned to this weapon, attacks made with it cannot suffer disadvantage as a result of the target taking the Dodge action. Additionally, if poison is applied to an arrow fired from this bow, the DC to overcome the poison is increased by 1.

You can cast the Hunter’s Mark spell as a 1st-level spell from this bow. Once you do so, you cannot do so again until you finish a long rest.


 
Biyo

Ring - Common (160gp)

A simple wooden ring, with a tiny quartz on top, that has saved more than one weary traveller. The quartz can store up to 1 pint of nonmagical liquid. The ring weighs almost nothing, regardless of its contents.

 
Void Bandolier

Wondrous (Masterwork Bandolier) – Rare 1,965gp – Attunement
This five pouch bandolier made of chimaera hide and snapped with bronze snaps has no interesting markers upon it; however, when you open one of the pouches, instead of seeing a pocket, you see an empty void of blackness with small flashing white lights spread throughout.

While attuned to this bandolier, you gain the following abilities and features:
-Shaper: This bandolier has five holsters which can hold any consumable item for quick access, retrieving the item as an item interaction.
-Call the Void: As a bonus action, the attuned can drink a potion or activate an item held in one of the five slots on this bandolier.

(Base Material, Enchantment, Special Crafter)


 

Black Hat:


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. (DM Discretion)

 

Poisoner's Gloves:


This pair of black gloves is equipped with a hidden compartment for a dose of poison. This can be applies in the follower ways:

Contact poison that can be applied on a handshake, hive five, or similar function of mutual contact.
Injury poison that can be applied through an unarmed strike or melee weapon.
Internal poison by being sprinkled through the glove into food or drink.


Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a Dexterity (Sleight of Hand) check as part of this bonus action. Another creature must beat this check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.


 

The Dark Jack


Blackjack [1d3 bludgeoning damage, cannot kill. Finesse.]
This blackjack grants advantage on attack rolls on the first round of combat and if it deals sneak attack damage on the first round, the victim must succeed on a DC 17 Constitution saving throw or be stunned for 1 round.

 

Caustic Ooze


This potent poison can be applied through injury. It causes 4d6 poison damage and causes an enemies movement to become 0. It is a DC 18 constitution save to avoid the movement reduction and reduce the damage by half. At the beginning of each mission, a grasping hand member has enough for 1 dose. This poison cannot be traded or hoarded.

 
Obscurity Spectacles (Gogggles)

Obscurity Spectacles (Gogggles)
Wondrous Dark Glasses - Major Uncommon
You ignore disadvantages caused by strong winds and heavy precipitation to your Wisdom (Perception) checks that rely on sight.
Slots Used: ???

 
Borrowed Sight

Borrowed Sight
Wondrous Medallion – Major Uncommon
1lb: This medallion has been adorned with a Petal of Love, the small white petal nestled in its surface.
While holding this medallion you can use an action to concentrate on it and touch a willing creature. While you continue to concentrate and while the creature remains willing and in physical contact with you, you can see through the eyes of that creature. You benefit from any sight they might have, but you are blinded for the duration of this effect. The creature may also see through your eyes, so long as you are willing, maintain concentration on the medallion, and are in physical contact with them. Only one creature can benefit from this effect at any time.
Slots Used: Adornment

 


Special Crafting Methods


Darkfire Treatment

Darkfire Treatment

Type: Ritual

The black flames of Dolten burned within the Hallowed Ground. The sight of the red tree being scorched by such twisted flames bare heavy in one's mind.

Process
A ritual is done, drawing the necrotic energies forth from something that contains such an essence. Care must be taken to treat a piece of nature with such energies, drawing forth quite possibly a crime to nature itself as its form twists and churns into a new shape. Without caution, nature can wither and die before such energies.
This must be used in an item with both a material with the Nature effect and a separate material with the Necrotic effect, and both must be of Superior Quality or better.

Result
The item gains a 10% chance to fail, which only destroys the material used for the Nature effect.

Effect
One of the two effects are guaranteed to occur:
- Fire within a number of feet of this item turns black, no longer spreads, deals necrotic damage, and dissipates after 1 minute.
- Temporary Lifesense being granted.

Limit
Magnitude of the effects applied are limited to the rarity of the item as normal. This special method can only be used once per recipient.

 
Cold Forge

Cold Forge
Awarding DM: Retcon Reward
Mission: After the Freeze Comes the Thaw
Type: Ritual

Process
This ritual must be used on an weapon of at least Major Rare or higher.

Result
The weapon becomes wreathed in chilled smoke. If the weapon has a chance to become a Talven series item, the chance increases by 10%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way.

Effects
The item gains the following effect:

Freezer Burn. Once per round when you successfully hit a creature with this weapon, you can choose to convert all your damage into cold damage. This damage bypasses cold resistance.

Limit
This special method can only be used once.

 

Mounts / Vehicles


Jail Wagon - Arcane Locked

Fade Steel Autowagon (Spider)
Cargo Capacity - 2,000lbs
This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners.

This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move.

In addition the fadesteel legs of this version of the autowagon means it moves normal speed when not on a road.
The DC to break the bars is 28
The DC to pick the locks is 28

 

Lesser Daborakian Charger

Large Beast, True Neutral - Exotic 3

Armor Class 16 (chainmail)
Hit Points 37 (5d10+10)
Speed 60ft.
Str 18 (+4) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 8 (-1)
Skills Athletics +7, Insight +3, Perception +3
Saves Strength +7, Constitution +5
Senses Passive Perception 13
Languages Cantor, Understands Common
CR 3
Free Spirit. The horse gains advantage on any check that would stop its movement as well as on Initiative checks; in addition, any attack rolls that would reduce its movement to 0 are made at disadvantage.
Intercept. As a bonus action, the horse can take the dash action towards a hostile creature that it can see.
Ride-by Attack. The horse does not provoke attacks of opportunity when leaving a threatened area after making a hooves attack.
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions
Multiattack. The horse can make two hooves attacks.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

EQUIPMENT
• Chainmail barding, saddlebags, bit and bridle, military saddle

 


Weight for items on person.
Equipment
The Grasping Hand
Faction
The Mad Man
Stat Array
Racial:

Darkvision

- Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses

- You have proficiency in the Perception skill.

Fey Ancestry

- You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Elf Weapon Training

- You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot

- Your base walking speed increases to 35 feet.

Mask of the Wild

- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Emperor’s Gift

- You gain a +2 to your initiative rolls.

 
Origin:

Dolten


Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

A Doltenian has a strong mind. +1 Wisdom (Accounted For)

Dark Howler:


A little wolf is in your blood – You gain scent with a range of 60ft. You gain advantage on scent based Perception checks.

Skill Prof – Athletics

Corruption bonus – +1 Strength (Accounted For)

Corruption Effect: The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.

 
Religion:

Talven


Lip Service: Skill Proficiency – Insight

 
Rogue:

Expertise

- At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

-At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.


Sneak Attack

- Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

-The amount of the extra damage increases as you gain levels in this class, as show n in the Sneak Attack column of the Rogue table.


Thieves' Cant

- During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

- Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ear For Deceit

- When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

- Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) l check to uncover or decipher clues.

Insightful Fighting

- At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Uncanny Dodge

- Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

- Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Steady Eye

- Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Reliable Talent

- By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

 
Cleric:

Blinding Speed

- The Cleric gains advantage on initiative checks.

Shattered Time

- After a long rest, you can roll a number of d20s equal to your wisdom modifier. You can "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction. This can affect yourself or an ally within 20 feet. These rolls last until a long rest.

 
Feats:

Wood Elf Magic

- You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice (Guidance.) . You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Resilient: Con


    Choose one ability score. You gain the following benefits:
    Increase the chosen ability score by 1, to a maximum of 20.
    You gain proficiency in saving throws using the chosen ability.

Observant


    Quick to notice details of your environment, you gain the following benefits:

    Increase your Intelligence or Wisdom by 1, to a maximum of 20.
    If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
    You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


 
Other Bonuses

Offcer: QM of GH


+5 HP

Roguish Training


The following loyalty benefits unlock when you react the requisite loyalty
Loyalty 3: Your time spent in the company of rogues and kidnappers has taught you much of their hidden language and mannerisms. You learn Thieves' Cant.
Loyalty 5: The time and effort you have put into the Hand is noticeable while you wear the hat in your confidence and stride. You gain advantage on Intimidation and Persuasion checks to convince a mark to come quietly and without a fuss, and to convince guards to let you pass without incident.
Loyalty 7: You’ve continued your training with the Hand, and more experienced kidnappers have taught you either by example or force, ways to use a more slender figure or the capability of hiding one’s feints to physically restrain targets. You can use Sleight of Hand or Deception to grapple a creature or to escape a grapple. If you possess the Grappler Feat, marks have disadvantage when attempting to escape your grapples.
Loyalty 9: Your roguish teachers have imparted a bit of their experience on you in the time that you have spent in their midst. Choose a skill that you are proficient in. You gain Expertise in that skill.
Loyalty 11: You have reached the epitome of your roguish training, and your teachers in the Hand have no else they can impart on you. You gain access to the Sneak Attack feature, but only gain a single Sneak Attack Die. This die follows the same rules as regular Sneak Attack. If you already possess the Sneak Attack class feature, instead you can reroll a number of Sneak Attack dice equal to your proficiency bonus twice per long rest. If you choose to do so, you must take the new result.

Academy:


Tool Expertise: Thieves tools
Tool Prof: Cook's Utensils
Instrument Prof: Lute
Instrument Expertise: Lute
Language: Wicked (Abadon)

 
Titles

Bloodhound

- While active, you gain the scent ability with a range of 60 feet, granting you advantage on scent-based Perception checks, as well as on Survival checks made to track via smell. If you already possess the Scent ability, your scent range is instead increased by 30 feet.

 

Class/Racial Features & Traits

Basic Book Keeping

12/31/2019: Donated 100 gold to the Relief Camp for MV+1, Total MV = 1 1/4/2020: Was at the Fountain of Youth Rp event, Elysire's blessing = +2mv, Total MV = 3 1/10/20: A dame of a time, Mission success MV granted 2. Total MV 5. 1/18/20: Broken Banners: Missions success MV granted 1. Total MV 6 1/20/20: Festival Of Dreams: Bonus 2mv Per Arcadum. Total MV 8. 1/20/20: Folly at Fife: 1 MV. Which I was not going to take / be eligible for, however I was informed there was a correction about the mv given above being a bonus therefor somehow I can get it. w/e if this is wrong ill just take 1mv away later. Total MV 9. 1/27/20: Building-Up-Bleak: In-case the above MV is valid I did not take the MV from the event. if its invalid then I guess it evens out. Total MV: 9. 1/28/20: Dsangir attack on pub. "Rewards: If you were here for the majority of the rp event, you get 1 mv if you didn't get gain mv this week and if you are not scheduled for a game." ( unless of course i get MV for the above. but below i will fix that kinda so im still t2.) Total MV: 10 1/31/20: Donated 750 to Relief camp for MV+1. Total MV = 11
  • And now the unfuckening of all that prior shit since I'm no longer playing with "ifs" for mv based on weird shit.
  • 2/4/20: Dsangir. +1mv. Total MV = 12 2/10/20: Seal Of The Seven Event, At the Krazax Mountains. Rewarded 3MV and 1 Prestige. Gave up the prestige to save Ker'an. Received a Astral Token. Total MV = 15 / Total Prestige = Nil. 2/12/20: Dsangir. +1mv. Total MV = 16 2/23/20: What A Boar Session 1. +1MV. Total MV 17 2/25/20: After the freeze Session +1 MV. Total MV18. 2/29/20: Mission rewards approved for What A Boar on 3/1/20. +2MV. Total MV = 20 3/1/20: Donated to the relief camp. 1050gp for 1MV. Total MV = 21 3/6/20: On the wings of Hel Event. ( MV given regardless of MV gained this week. ) +1MV. Total MV = 22 3/8/20: Tourney MV+1. Total MV = 23 3/10/20: After The Freeze mission complete. +1 session +1 Prestige. Totals: MV24. Prestige 1. 3/20/20: Fey Court: Session one +1MV. Total MV = 25 3/28/20: Fey Court: Session Finale. +1MV. Lesser +2. Total MV = 28 4/1/20: Camp MV. 1200 gold to 1MV. Total MV =29 4/12/20: Date Knight Session 2. 1mv. Total MV =30 4/25/20: Date Knight Session 3. 1mv. Total MV = 31 5/9/20: Date Knight Session 4. 1mv. total MV = 32 5/14/20: A Fallen Lord Session 1. 1mv. total MV = 33 5/16/20: A Fallen Lord Session 2 Finale. 1mv, 1 prestige. Total MV = 34. Prestige Total = 2 5/13/20: Date Knight Session 5. 1MV. Total MV = 35 6/6/20: Date Knight Session 6 Finale. Session mv1, Major MV +4. Total MV 40. 7/17/20: Locked and Loaded Session 1, Session MV1, Total MV 41. 7/24/20: Locked and Loaded Session 2, Session MV1, Total MV 42. 8/1/20: Locked and Loaded Session 3, Session MV1, Total MV 43. 8/7/20: Locked and Loaded Session 4, Session MV1, Total MV 44. 8/14/20: Locked and Loaded Session 5, Session MV1, Total MV 45. 8/21/20: Locked and Loaded Session 6, Session MV1, Total MV 46. 8/28/20: Locked and Loaded Session 7, Session MV1, Total MV 47. 9/4/20: Locked and Loaded Session 8 Finale, Session MV1, Greater Mission MV 8, Prestige 3, Total MV 56. Prestige = 3 10/27/20: Stone Cold Session 1, Session MV 1, Total MV 57 11/03/20: Stone Cold Session 2, Session MV 1, Total MV 58 11/10/20: Stone Cold Session 3, Session MV 1, Total MV 59 11/17/20: Stone Cold Session 4, Session MV 1, Total MV 60 12/1/20: Stone Cold Session 5, Session MV 1, Total MV 61 12/8/20: Stone Cold Session 6, Session MV 1, Major Complete MV +4 Total MV 66 ( Capped for T3 Phase 3 )