Crank Marten | |
Aliases: | Marty |
Age: | 11 |
Hair: | None |
Eyes: | Orange/Yellow/Red (depending on mood) |
Height: | 6'7" |
Weight: | 250 |
Race: | Warforged |
Class: | Monk8/Cleric1/Sacred Fist2 |
Level: | 11 |
Experience: | 55,240 |
Hit Points: | 88/88 |
Alignment: | LN |
Deity: | Umnos |
Gold: | 285gp |
Current Status: | Active |
Played by Sorrowdusk |
- Description
- Abilities & Skills
- Feats & Monk Class Abilities
- Cleric & Sacred Fist Abilities
- Divine Justsu
- Equipment
- Misc & Theme Music
- Background
- Missions
Crank is a tall, well built warforged; his steel skeleton is layered thick with sinewy russet leather cords. Polished iron plating with brass covers most of his body, save for his neck, abdomen, and joints of his limbs. His face is a stoic mask with a strong arching brow, and large almond shaped sockets, in which are set small hard gems that serve as his eyes. They glow with a soft orange light, brightening or dimming with the rise or fall in his energy, and changing color with his mood- becoming more yellow when disheartened, and more red when feeling threatened. A crest of rivets starts at his brow and runs over the top of his head all the way to the back of his skull. Just beneath the first rivet is a rune, his ghurla, a unique mark which all warforged have.
Gallery
Ability | Score | Mod | Temp Mod |
Strength | 18 | +4 | +0 |
Dexterity | 18 | +4 | +0 |
Constitution | 10 | +0 | +0 |
Intelligence | 12 | +1 | +0 |
Wisdom | 20 | +5 | +0 |
Charisma | 10 | +0 | +0 |
Bonus Languages (+1)
-Literacy
Armor Class | |
Total | Base 10 + (+1)Composite Plate+2 +4 Dex +5 Wis +2Monk*+1SFist +1 Deflection Bonus=26 |
Flat-Footed | 22 |
Touch | 23 |
(*MBelt)
Saving Throws | Base | Bonus | Total |
Fortitude | +11 | +0(+2*)(+2 vs enchant) | +13(15 vs ench) |
Reflex | +9 | +4(+2*)(+2 vs enchant) | +15(17 vs ench) |
Will | +6 | +5(+2*)(+2 vs enchant) | +13(+15 vs ench) |
(*+2 Cloak of Resistance)
BAB | Mod | Total Range/Melee |
+8 | +4 Dex/+4 Str | +12/+12 |
Flurry= +12/+12/+7/+7 1d10+4 (MBelt 2d6+4)
Full Attack= +12/+7 1d10+4 (MBelt 2d6+4)
Yamantaka Flurry= +13/+13/+8/+8 1d10+5 (MBelt 2d6+5)
Yamantaka Full Attack= +13/+8 1d10+5 (MBelt 2d6+5)
Initiative | Move Speed |
---|---|
4 Dex+4* =8 | 30ft +20ft=50ft |
*Time Domain Power; Improved Initiative
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +5 | +4 | +0 | +0 | +9 |
C | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +8 | +4 | +0 | +0 | +12 |
XY | Concentration (Con) | +6 | +0 | +4(Feat) | +0 | +10 |
XY | Craft (Things) (Int) | +0 | +1 | +0 | +0 | +1 |
Y | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
XY | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
C | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +10 | +4 | +0 | +0 | +14 |
C | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
C | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
Y | Heal (Wis) | +0 | +5 | +0 | +0 | +5 |
X | Hide (Dex) | +7 | +4 | +0 | +0 | +11 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Jump (Str) | +0 | +4 | +0 | +0 | +4 |
XY | Knowledge (Religion, Geography, Nature) (Int) | +8 | +1 | +0 | +0 | 9 |
X | Listen (Wis) | +5 | +5 | +0 | +0 | +10 |
X | Move Silently (Dex) | +7 | +4 | +0 | +0 | +11 |
C | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
XY | Profession (Mechanist) (Wis) | +1 | +5 | +0 | +0 | +6 |
C | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Search (Int) | +0 | +1 | +0 | +0 | +1 |
X | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Sleight of Hand (Dex) | +0 | +4 | +0 | +0 | +4 |
Y | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
Y | Spellcraft (Int) | +4 | +0 | +0 | +0 | +4 |
X | Spot (Wis) | +0 | +5 | +0 | +0 | +10 |
C | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +4 | +0 | +0 | +4 |
X | Tumble (Dex) | +5 | +4 | +0 | +0 | +9 |
C | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Use Rope (Dex) | +0 | +4 | +0 | +0 | +4 |
Where C is Cross Class and X-Y-Z is a Class Skill
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st 20; 2nd 25; 3rd 30; 4th 35; 5th 40; 6th 45; 7th 50; 8th 53; 9nth 58; 10th 61
Skill Trick @ 10th
Slipping Past [Movement]
You can slip through a tight space without breaking stride.
Prerequisite: Escape Artist 5 ranks, Tumble 5 ranks.
Benefit: As a swift action, you can ignore the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148). The benefit lasts until the start of your next turn.
Skill Trick @ 9th
Corner Perch [Movement]
You can brace yourself against walls to leave your hands free.
Prerequisite: Climb 8 ranks.
Benefit: If you succeed on a Climb check to ascend or descend either a “chimney,” where you can brace against opposite walls, or a corner where you can brace against perpendicular walls (PH 69), you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 (made as a move action) or you have succeeded on another Climb check to move up or down the wall as normal.
Example: Ember the monk succeeds on a DC 15 Climb check to scramble up 10 feet (one-quarter of her speed) into a corner formed by two typical dungeon walls. Using Corner Perch, she then braces her legs against the walls and uses her remaining standard action to draw and throw a shuriken at a bugbear on the ground below her. On her next turn, still braced in the corner, she draws her quarterstaff and attacks an ogre that has moved next to her, gaining a +1 bonus on the attack roll for higher ground. At the end of that turn, she drops from the wall rather than attempting to hold her position. Since she has the slow fall
class feature, Ember takes no damage from the drop.
Skill Trick @ 8th
Listen to This [Mental]
You can perfectly repeat to others what you hear.
Prerequisite: Listen 5 ranks.
Benefit: Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don’t understand the language spoken, since it allows you to repeat it verbatim to an ally who might beable to translate.
Feats:
Level 1 - Dodge Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action, Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Level 3 - Combat Reflexes Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity modifier. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in a round-You still only make one attack of opportunity per enemy. You may also make attacks of opportunity while flat-footed.
Level 6-Defensive Throw You can use your opponent's weight, strength, and momentum against her, deflecting her attack and throwing her to the ground. Prerequisite: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike. Benefit: If the opponent you have chosen to use your Dodge feat against attacks you and misses, you can make an immediate trip attack against that opponent. This attempt counts against your allowed attacks of opportunity in the round.
Level 9- Combat Casting
Type: General
Source: Player's Handbook v.3.5
You are adept at casting spells in combat.
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Monk Class Abilities:
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus is equal to his monk level or his base attack bonus which ever is higher. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
Evasion (Ex): (May Ref Save for FULL if normally allowed to ref save for 1/2)
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 40 feet shorter than it actually is.
Wholeness of Body (Su): At 7th level or higher, a warforged monk can repair damage he has taken. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.
Monk Bonus Feats
A monk need not have any of the prerequisites normally required for these feats to select them.
Bonus Feat: Improved Unarmed Strike (1d10)
Bonus Feat: Stunning Fist (10 times per day)(DC 10 + 5[half lvl]+ 5 wis modifier =20)
You may only attempt a stunning attack (or any other special attack that counts against your daily limit of stunning attacks) once per round.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk. A fighter may select Stunning Fist as one of his fighter bonus feats.
Bonus: Fiery Fist
Bonus: Improved Trip Improved Trip
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Racial Abilities
Light Fortification: 25% chance of ignoring a critical damage or Sneak Attack damage.
Natural Slam Attack: 1d4 Bludgeoning.
Subtype: Living Construct: Immune to: poison, sleep effects, paraylsis, disease, nausea, fatigue, exhaustion, effects that cause sickened, and energy drain.
Subtype: Living Construct: Subject to critical hits, nonlethal damage, dazing, stunning, ability drain, ability damage, and death effects etc as normal.
Cannot heal naturally: A Warforged cannot heal naturally, however a 'repair' or 'cure' type spell will heal the Warforged normally, however cure spells are only half effective at healing a Warforged.
Cleric (Cloistered) Class Features
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Turn or Rebuke Undead (Su):
Times/day=3+[0ChaMod]
Range=60ft
Check:1d20+[0ChaMod]
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Lore (Ex):
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Deity, Domains, and Domain Spells:
Most cloistered clerics worship deities associated with knowledge and learning.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Sacred Fist Class Features
Code of Conduct: A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly uses a weapon in combat loses all class spells and abilities and advances no farther as a sacred fist until they atone for their action (as the atonement spell).
Unarmed Damage (Ex): A sacred fist’s class levels stack with their monk levels (if any) for the purpose of determining their unarmed damage. If a sacred fist doesn’t have monk levels prior to becoming a sacred fist, calculate their unarmed damage as a monk of their sacred fist class level.
AC Bonus (Ex): A sacred fist is highly trained at dodging blows, and they have a sixth sense that lets them avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a sacred fist gains a +1 bonus to their AC. This bonus increases to +2 at 5th level and to +3 at 10th. This bonus to AC applies against touch attacks and when the sacred fist is flat-footed, but not when they’re immobilized or helpless, when they wear any armor heavier than light armor, when they carry a shield, or when they carry a medium or heavy load. If the sacred fist has levels in the monk class, this ability does not allow them to retain the AC bonuses from their monk levels when wearing light armor.
Fast Movement (Ex): Sacred fists gain an enhancement bonus to their speed at the rates listed on the class table. They lose this extra speed when wearing armor heavier than light or when carrying a medium or heavy load.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an dvine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Sacred Fist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spells per Day
4 [ZERO] 4+1[FIRST] 2+1 [SECOND]
(This Includes Bonus Spells)
Spell List
Spellcasting:
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Domain Spells
Knowledge Domain
Granted Power: You cast divination spells at +1 caster level.
Knowledge Domain Spells
1-Detect Secret Doors: Reveals hidden doors within 60'.
2-Detect Thoughts: Allows "listening" to surface thoughts.
3-Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level.
4-DivinationM: Provides useful advice for specific proposed actions.
5-True SeeingM: Lets you see all things as they really are.
Time Domain
Granted Power: You gain Improved Initiative as a bonus feat.
Time Domain Spells
1-True Strike: +20 on your next attack roll.
2-Gentle Repose: Preserves one corpse.
3-Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4-Freedom of Movement: Subject moves normally despite impediments.
5-PermanencyX: Makes certain spells permanent.
Time Domain
Granted Power: You can detect an active or inactive portal as if it were a normal secret door (Search DC 20).
Portal Domain Spells
1-Summon Monster I: Calls extraplanar creature to fight for you.
2-Analyze Portal: Find a nearby portal and discover its properties.
3-Dimensional Anchor: Bars extradimensional movement.
4-Dimension Door: Teleports you short distance.
5-Teleport: Instantly transports you as far as 100 miles/level.
ZERO
0-Level Cleric Spells (Orisons) [SRD]
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
(0th Spell Compendium)
Amenuensis [spc 10 0lvl cleric] Copies nonmagical text.
FIRST
Conviction (SPC p. 53): +2 Morale bonus on saves with addition +1/6CLvls
Blessed Aim (SPC p. 32) Gain +2 on ranged atk rolls
Blood Wind (SPC p. 34) Use all natural or unarmed attacks in a Full Attack as if they were throwing weapons with 20ft
Dispel Ward (spc p. 67)
Ebon Eyes (spc 77): gain low light vision
Eyes of The Avoral
http://therafimrpg.wikidot.com/eyes-of-the-avoral
Faith Healing(SPC 88): Will for half (harmless) you cure 8hp +1/lvl (max +5). This spell cures as much as a maximized Cure Light Wounds. HOWEVER it ONLY affects a creature who worships the same deity as you, those that dont or have no deity are not affected.
Guiding Light (SPC p. 108): +2 to hit on ranged against enemies in a 5ft radius burst; Long Range
Healthful Rest (SPC p. 112): 1 subject/lvl doubles natural healing rate
Iron Guts (SPC p. 127): Touched target gains +5 to save vs poison; 10min/lvl when the spell ends nauseated 1 round
Incite (spc 122) 10ft burst, creatures cant delay or ready actions,if it has already-loses action acts immediately.
Inhibit (spc 124) 1 creature is forced to delay and acte before your turn on your initiative count.
Omen of Peril (Spc 150) divines next hour of travel (or staying where you are) being Safety, Peril, or Great Danger.
Portal Beacon (SPC 162)
Night Shield (SPC p. 149): +3 on all saves a CLvl 9nth; negates magic missles; 1minute/lvl personal
Sign (SPC p. 190): +4 on Next init; 10min/lvl or until discharged; personal
Updraft (SPC p. 229): Gain 10ft/lvl altitude and gently float back down, can move up to 5ft laterally. SWIFT ACTION
Vigor Lesser (SPC 230) target gain fast healing 1 for up to 15 rounds.
Blade of Blood(PHBII 103): Swift; weapon touched charged unless dropped; 1round/lvl disrcharge when hit live creature; +1d6dmgand+2d6(for total 3d6) if take 5hpdmg(per atk?) NOSR
Foundation of Stone (SPC p. 100): +2AC; +4 vs Bull/Trip if unmoving; 1targ/lvl 30ft; 1round/lvl; +6 mountain
Resurgence: (SPC p. 175): 2nd save against ongoing (permanent/continuous NOT instant) spell/super/SLA
http://www.d20srd.org/srd/spells/causeFear.htm
http://www.d20srd.org/srd/spells/command.htm
http://www.d20srd.org/srd/spells/deathwatch.htm
http://www.d20srd.org/srd/spells/endureElements.htm
http://www.d20srd.org/srd/spells/obscuringMist.htm
http://www.d20srd.org/srd/spells/removeFear.htm
http://www.d20srd.org/srd/spells/undetectableAlignment.htm
http://www.d20srd.org/srd/spells/shieldOfFaith.htm
http://therafimrpg.wikidot.com/vision-of-heaven
SECOND
Aura Against Flame(SPC p.19): Put out fire/Give Fire Resist/Counterpspell+dispel Fire spells as dispel magic
Avoid Planar Effects (SPC p. 19)
Body Blades (SPC p. 36): body gains blades; 1d6+5dmg; bonus to escape grapple/entange/etc
Close Wounds (SPC p. 48): Heals 1d4+5 as Imediate Action even preventing dmg against someone -10'd;Verbal
Divine Interdiction (SPC p. 71): Emantion causes others to lose ability to turn/rebuke and domain powers
Frost Breath (SPC 101): 30ft cone 5d4 cold ref for 1/2; failed save=dazed 1 round
Fuse Arms (SPC p. 101): Fuse subjects arms together giving str bonus
Ghost Touch Armor (SPC p. 103) Armor Gains Ghost Touch property
Healing Lorecall (SPC p. 111):Healing(conjuration)spells can remove status ailments;substitute heal ranks for clvl
Inky Cloud (SPC p. 124): Black coud underwater obscures sight, even dark vision, even your vision
Stone Bones (SPC p. 209): Undead Creature with skeleton gains +3nat AC; 10min/lvl
Protection From Negative/Positive Energy (SPCp. 164): -10dmg from Positive/Negative energy; 10min/lvl
Shroud of Undeath:undead to mindless, maybe to intelligent;-treated as undead for all effects. Turn/Reb' might end.
Spell Immunity Lesser (SPC p.200): immunity to 1 first or 2nd lvl spell/spell like effect that allows SR. Only have 1 at a time
Spider Legs
http://therafimrpg.wikidot.com/spider-legs
Veil of Shadow (SPC p. 229): gain 20% miss even against dark vision; 3rd lvl+ light dispells; True Seeing sees; personal
Animalistic Power(PHBII 101): subject gains +2 Str/Dex/Con; 1min/lvl
Cloud of Knives(PHBII 107):NOSR; conjure knives FREE action ranged melee (Clvl+WisMod+1d20) 1d6dmg +1/3lvl(mx5);1round/lvl[22gp Material=Magic/Silver/-1dmg] 30FT RANGE/19-20crit
Black Karma Curse(PHBII 103):target takes dmg as = strongest weapon or natural weapon by attacking itself (no roll) Will negates
3rd
Blade Brothers(PHBII 103): 1min/lvl; ONE (1) time during duration- 2 creatures linked by this spell when one rolls save BOTH roll and use higher. If both fail, both are affected.
Master's Touch(PHBII 119): IMMEDIATE target gains +4 on a skill check; 1 round VERBAL; only works on checks that take 1 round of effort.
Share Talents(PHBII 124): 10min/lvl; 2 subjects; both gain +2 on any skill check as long as at least 1 of them has ranks in the skill. If one has ranks in a trained skill, the other can roll that skill untrained (i.e. tumble).
Stay the Hand(PHBII 126): IMMEDIATE medrange; VERBAL target 1 Humanoid; Will negs; Mind-Affecting; on failed enemy cant attack or target you that round. If cast when enemy announces attack, on failed save it can choose a new target and attack at -4Penal; if it was casting a spell it must choose a new target with a DC 15+SpelLvl concentration or spell is wasted.
Augury (SRD)-Dream Domain
http://www.d20srd.org/srd/spells/cureModerateWounds.htm
http://www.d20srd.org/srd/spells/enthrall.htm
http://www.d20srd.org/srd/spells/findTraps.htm
http://www.d20srd.org/srd/spells/inflictModerateWounds.htm
http://www.d20srd.org/srd/spells/makeWhole.htm
http://www.d20srd.org/srd/spells/removeParalysis.htm
http://www.d20srd.org/srd/spells/restorationLesser.htm
http://www.d20srd.org/srd/spells/silence.htm
http://www.d20srd.org/srd/spells/shieldOther.htm
http://www.d20srd.org/srd/spells/status.htm
BLACK MAGIC
0th
Preserve Organ DF
http://therafimrpg.wikidot.com/preserve-organ
Slash Tongue
http://therafimrpg.wikidot.com/slash-tongue
No Light
http://therafimrpg.wikidot.com/no-light
1st
Angry Ache
http://therafimrpg.wikidot.com/angry-ache
Drug Resistance
http://therafimrpg.wikidot.com/drug-resistance
Extract Drug
http://therafimrpg.wikidot.com/extract-drug
Bone Blast
http://therafimrpg.wikidot.com/boneblast
Heartache DF
http://therafimrpg.wikidot.com/heartache
Slow Consumption L
http://therafimrpg.wikidot.com/slow-consumption
Spider Hand
http://therafimrpg.wikidot.com/spider-hand
Stupor
http://therafimrpg.wikidot.com/stupor
Sorrow
http://therafimrpg.wikidot.com/sorrow
Tongue of Baalzebul Dr(Baccarran)
http://therafimrpg.wikidot.com/tongue-of-baalzebul
2nd
Addiction
http://therafimrpg.wikidot.com/addiction
Dance of Ruin
http://therafimrpg.wikidot.com/dance-of-ruin
Death Knell
http://www.d20srd.org/srd/spells/deathKnell.htm
Infernal Wound (SPC p. 123): targets weapon, enemies damaged by weapon lose 2hp for duration (1 round/lvl)
Sap Strength
http://therafimrpg.wikidot.com/sap-strength
Wave of Grief
http://therafimrpg.wikidot.com/wave-of-grief
Wither Limb, Lesser
http://therafimrpg.wikidot.com/lesser-wither-limb
EDF
1
Foundation of Stone (SPC p. 100): +2AC; +4 vs Bull/Trip if unmoving; 1targ/lvl 30ft; 1round/lvl; +6 mountain
Resurgence: (SPC p. 175): 2nd save against ongoing (permanent/continuous NOT instant) spell/super/SLA
2
Dark Way (SPC p. 59): bridge 5ft wide/1inthick; 20ft/lvl long.1 round/lvl;Only Those over 200lb/Clvl fall (SR)
Deific Vengeance (SPC p. 63): 5d6 living/10d6 undead; will for 1/2
Delay Disease (SPC p. 64): halt nonmagical disease for 24hrs; skip save. Incubation does not begin.
Divine Insight (SPC p. 71): 1hr/lvl; Clvl+5 bonus on skillcheck
Spawn Screen (SPC p. 198)
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Unarmed | +12|1d10+4 | 19/20 x2 | Bludgeoning | |
Yamantaka +1 Transmuting | +13 | 1d10+5 | 20 x2 | Bludgeoning; All |
Yamantaka (Monk's Belt) | +13 | 2d6+5 | 20 x2 | Bludgeoning; All |
"Yamāntaka"
+1 Transmuting Necklace of Natural Attacks
This set of metal mala beads was forged by Staniel Sargeist for Crank Marten when he gave up Hellbreaker Ying & Abyss Eater Yang upon joining the Sacred Fist Order. It contains 108 beads of Silver, Cold iron, and Adamantine. There are 36 beads of each material, each set of 36 is divided into four sets of 9 engraved with a powerful rune of each principle of Law, Chaos, Good, and Evil. Each set of 9 is divided into a group of 3 marked with a Claw, Fist, or Fang.
NOTE! Items witha ^ in the table are on all the time, other items in the same slot are alternatives.
Slot | Item | Description |
Head | Item Name goes Here | Brief item description |
Face | Third Eye Surge | featureless colored gem attatched to forehead, changes colors with eyes |
Neck | Yamantaka | +1 Transmuting Necklace of Natural Attacks |
Shoulders | Cloak of Resistance+2 | Brief item description |
Torso | +1 Deathward Cold Spiked Composite Plating | Normal Warforged armor enchanted with magic, and modified with Cold Iron spikes |
Amor Augment Crystals | ** Aquatic Action, Ironward (Lesser) | Small collection of crystals, any one of which can be inserted into his chest to augment his armor. |
Body | Vest of Defence | Tough leather vest of fine quality |
Arms | Rapidstrike Bracers | Brief item description |
Hands | Brawler's Gloves | Hardened leather gloves made for Warforged hands |
Right Ring | Ring of Protection +1 | Provides a Small amount of Protection |
Left Ring | __ | Brief item description |
Waist | Repairing Belt/^MonkBelt | Belt with 3 moonstones OR Belt wide leather belt of wrinkled leather |
Feet | Boots of Agile Leaping** | Special boots madefor warforged feat |
Yamantaka
+1 Transmuting Necklace of Natural Attacks
(Mic p.42/Savage Species) If the attack hits a creature with DR, it attains ALL properties that overcome the DR on the next round and for 10 rounds afterward or until it strikes a creature with a different type of DR. If it has multiple types of DR it overcomes ALL of them. (Note-this does not overcome Regeneration one advantage Metalline has over it. It also reasonably cant be Epic because its not magical enough, nor DR/- because nothing overcomes it.)
TOTAL: 18,600gp
50ft Hempen Rope
Repairing Belt
Price (Item Level): 750 gp (3rd)
Location: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three moonstones. While wearing a Repairing belt, you gain a +2 competence bonus on Repair 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 energy and Repairing damage
with a touch. (You can also use this ability to harm undead, dealing them an equivalent
amount of damage instead.)
1 charge : Repairs 2d8 points of damage.
2 charges: Repairs 3d8 points of damage.
3 charges: Repairs 4d8 points of damage. ]
Cold Iron Armor Spikes [100GP](2x 50gp Cold iron)
You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)
An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.
Cloak of Resistance +2 [3000gp]
+2 Resistance Bonus on Saves
Boots of Agile Leaping (Micp. 76) [600gp]
You may use your dex bonus rather than str on jump checks.
If you have 5 or more ranks in Balance, you can stand up from prone as a swift action without provoking an AOO.
Brawler's Gloves (Gauntlets) [1000gp]
Activate to recieve a +2 on unarmed strike dmg and grapple checks for 1 round. 3x/day Swift command.
Contact Medallion (MiC p. 90 )[3000gp]
Forge a Telepathic Bond with 1 person known to you within 1 mile of you. 3x/day.
Lasts 1 minute.
Third Eye Surge (MiCp. 144) [2100 GP]
Gem attached to the forhead (slot face)
Grants Insight Bonus to Strength/Dex checks, and skills, and weapon dmg rolls for 1 round.
3x charges/day Swift Command
1charge = +2 Insight Bonsus
2charge= + 3 Insight Bonus
3charge +4 Insight Bonus
Vest of Defense (MiC p. 176) [2000gp]
Increase the AC bonus granted by figting defensively, total defense, or combat expertiese by +2 for 1 round.
3x/day. Swift command.
Rapidstrike Bracers (MiC p. 119; 3100gp)
[Swift Command]
3x/day- Activate to get +2 competence bonus to Flurry during your turn
Ring of Protection +1
Provides a +1 deflection bonus
Belt, Monk’s (13,000 gp)
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.
Lesser Ironward Diamond (MiC p. 26) 2000gp
Attatchable only to an Armor of at least +1
Gives DR 3/- until it has prevented 30pts of dmg before becomming inert until dawn.
Lesser Aquatic Action Crystal (MiC p. 25) 1000gp
Attatchable only to an Armor of at least +1
Gives swim speed = 1/2 land speed; no armor check penalties while swimming.
Lesser Mindcloaking Crystal (MiC p. 25) 4000gp
Attatchable only to an Armor of at least +1
Gives +3 Competence Bonus to Saves against Mind Affecting Spells and Abilities
The Crank Files
http://therafimrpg.wikidot.com/crank-files
"Crank Walk"
http://www.youtube.com/watch?v=i9PGicUdPWM
Animals
"Axle" The Heavy Warhorse (400 gp)
A large black heavy warhorse recieved from helping a horse herder.
http://www.d20srd.org/srd/monsters/horse.htm
Character history, background and other items availiable here:
http://therafimrpg.wikidot.com/crank-s-questionnaire
omg-rats
All Hail Torg
Monastery
Save The Princess
Jurassic
Zombie Attack
Mushroom of Doom
Secret of The Whispering Wall
The Dark One
Ur Arising
Into The Abyss
The Dark One Final Act
Plague Dogs
Faces of the Dead
Giant-s-pets
of-books-and-bookworms-part-1
of-books-and-bookworms-part-2
of-books-and-bookworms-part-3
Burning for Lolth
Bandit Wars