Final Character Development
Genghis Pecan
Genghis gains three new mutations. At least one mutation must be selected from the Blood Bowl mutations she does not currently have (listed below). At least one mutation must be selected from a list of random mutations rolled from Metamorphica (also listed below). The third mutation may be selected from either list.
In addition, Genghis gains a medium magic item, selected from the three options below.
Blood Bowl Mutations
- Big Hand
- Claw / Claws
- Disturbing Presence
- Foul Appearance
- Horns
- Prehensile Tail
- Tentacles
- Two Heads
Metamorphica Mutations
- Pouched Cheeks
- This mutant’s cheeks are elastic and its mouth may be used to carry a great deal of food or other objects.
- Excretion (hallucinogenic)
- This mutant excretes a substance on its skin.
- Armor (hard bone plates)
- This mutant is protected by an armored exterior.
- Long Neck
- This mutant’s neck is at least three times as long as is normal for its species.
- Prehensile Feet
- This mutant’s feet are as dextrous as hands, with toes and possibly a thumb that are capable of fine manipulation and grasping.
- Leaves (deciduous)
- This mutant is covered in leaves.
- Telescopic Vision
- This mutant can see clearly for up to two miles (3km) and still distinguish individuals.
- Heightened Sense of Touch
- This mutant’s somatosensory system is so acute it can pinpoint the sources of faint vibrations, sense minute changes in temperature, and obtain more information about objects by touch than other members of its species.
Medium Magic Items
- Ring of X-Ray Vision
- On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
- Ring of Invisibility
- By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
- 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.
- Deck of Illusions
- This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table.
- The possible creatures may be found in the SRD here.
- If this choice is selected, remove 2d6 random cards from the deck to reflect cards already used.
Grabit Beardpuller
Karnhage Fleethoof
Kharnage loses one of the remaining rings from the three-ringed necklace. The player may decide which and describe how it was used.
Kharnage gets two pieces of equipment that provide blood bowl skills he’s capable of equipping, a minor magic item, and a medium magic item, the items selected from the options below.
Minor Magic Items
- Studded Leather Armor, Shadow, Silent Moves, Glamered
- +1 to max HP (Strike)
- This armor is jet black and blurs the wearer whenever he tries to hide, granting advantage on relevant checks.
- This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it, granting advantage on relevant checks.
- Upon command, this armor changes shape and form to assume the appearance of a normal set of clothing (which may be selected by the wearer from their actually-available outfits). The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
- Ring of Mind Shielding
- This ring is of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern their alignment.
- Periapt of Health
- The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.
Medium Magic Items
- Dwarven Plate Armor, Spell Resistance and Ghost Touch
- +3 to max HP (Strike)
- Spell Resistance
- This property grants the armor’s wearer spell resistance while the armor is worn.
- Magic users attempting to apply unwanted effects must make a spell-casting check to bypass the armor’s defenses in addition to any other checks required.
- When a mortal magic user attempts to apply an unwanted effect to the wearer, the wearer may make a skilled check with disadvantage. On success, they ignore the magical effect.
- Ghost Touch
- This armor seems almost translucent. The wearer is protected against incorporeal creatures and other dangers and the armor may be used to interact with incorporeal creatures and other objects. If worn by an incorporeal creature, they gain its benefits against both corporeal and incorporeal dangers and can still pass freely through solid objects.
- Rod of Security
- This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
- In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
- Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.
- When the rod’s effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
- Set of Potions
- Locate Creature
- The drinker senses when they are facing in the direction of the creature to be located, provided it is within range. They also know in which direction the creature is moving, if any. The drinker can locate a creature of a specific kind or a specific creature known to them. It cannot find a creature of a certain type. To find a kind of creature, the drinker must have seen such a creature up close (within 30 feet) at least once.
- 600 ft range, 2 hour duration
- Glibness
- Your speech becomes fluent and more believable. You gain a massive bonus on bluff checks made to convince another of the truth of your words. (This bonus doesn’t apply to other uses of bluffing, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
- Telekinesis
- You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
- 1000 ft range, 250 lb, 100 ft/s, 2 minute duration
- Tongues
- This spell grants the drinker the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
- 30 minute duration
- Locate Creature