Crow

King

Well-Known Member
Inactive
Jun 30, 2015
1,493
www.pijincoopgaming.com
Name: Crow
Age: Unknown, he lost count after 2000.
Birthday: Unknown
Gender: Voice is Male
Species: Scarecrow
Category: Citizen
Appearance Description:

He’s a tall gaunt scarecrow, with an enchanted pumpkin for a head. He wears an old suit along with a matching top hat that seem to be rather dirty and tattered, but are actually in excellent condition. He just doesn’t wash them often. He has straw poking out from his suit as well, as that is what mostly makes up the bulk of his body. His skeletal frame is made of wood, though don’t let that fool you. Originally being a magical construct, his body is built to take a beating. His eyes and mouth glow faintly, and change slightly with his mood, glowing brighter when he’s angry and softer when he get’s worried. The ‘cuts’ of the eyes and mouth also move, shifting seamlessly across the pumpkin.

His gloves are a fine white material, that give off an almost unnoticeable blue glow in the darkness, as they are specially enchanted to keep his fingers normal. When the gloves are off, instead of actual fingers he has knives. These knives are incredibly sharp, and have a very faint green tinge to them. The knuckle of his middle finger on his left hand has a ring set into the wood, that’s also a green color. This ring is magical, and it’s purpose has yet to be revealed.

Front and Side View

Personality Description:

He’s very…eccentric when you’ll first meet him. He speaks in a very strange manner, repeating himself over again as he speaks, and cackling like a maniac. This is an act though, and a very good one at that. He’s naturally very calm and collected, and uses his “Crazy Voice” as he calls it to make people underestimate and/or fear him. Normally he’s a pretty sensible guy.


Powers:

Main Power: Magical Construct
Crow is a being from a different dimension, a world where magic is the way of the world. Created by a necromancer as thrall, he doesnt age and has no basic needs (Air/Water/Food). His body is normally rather frail, though he has found ways around that with the magic items he's acquired. If his pumpkin head is damaged, he can repair it with either time or magic, thuogh it does hurt him. Fire is the only thing that can truly destroy him.

Secondary "Power": Magical Kleptomaniac
Crow is a thief, first and foremost, adn he has an obsession with magical items and precious metals. He has several enchanted bags of holding built into his suit, as well as a portable hole built into the roof of his hat. He only uses a few of his magic items on a regular basis, mostly for combat purposes or breaking into places. An important item he uses is his 'Fireflower Pendant'. It increases his resistance to fire, and once a day become completely immune for a few minutes. He has an obsession with taking precious metals (Silver, Gold, Platinum), Jewels, and magical items.

Biography: Created as a mindless thrall for a necromancer on a budget, Crow was always different from the other Scarecrows. He had sentience. He never questioned it, but was always confused as to why his brethren never spoke with him. He eventually got fed up with taking orders, and started despising how he and his brethren were treated. A group of adventurers busted into his “Masters" castle on a mission to kill the necromancer. As the wizard was fleeing from the heroes, he bumped into Crow. Crow sank the knives that made up his fingers into his former employer, killing him where he stood. He made his leave at that, and became a thief, vowing that he would never become a slave again. After that, he went on his way, stealing anything that caught his eye. He grew better and better at his chosen trade, accumulating a variety of magical artifacts to help him, namely his Bags of Holding and his Portable hole.

Though he became known as an urban legend in his world, there were a few people who knew of his true existence, and really wanted him gone. Mostly ancestors of people he had robbed blind in the past. They set a trap for him, cursing a few choice magic items to force the next person to touch it to shift dimensions. Crow, knowing none of this, looted one of these peoples mansions, and was forced through a wormhole. He ended up deep within the forbidden forest on Manta Carlos. The scarecrow cackled to himself. He didn't mind as much! A whole new world to rob.

Additional Notes: Coming from a different dimension, Earth's latent magic fields are not enough to power his magical items as well as his homeworld. Crow can only use a certain amount of magic per day, so he must activate his items sparingly. Strangely, his bags of holding still function normally. It is likely because of their own latent magic cutting holes into pocket dimensions.

Crow's Item list is below.

Bag of Endless Caltrops (UNLOCKED)
-Five times per day, you can reach into this
pouch and pull out a handful of caltrops
(enough to cover a 5-foot square). In addition
to the activation cost, fi lling a 5-foot
square with caltrops by hand requires a
standard action.
The caltrops produced are not magical
and follow all the rules for normal
caltrops

Amber Amulet of Vermin x4 (Giant Stag Beetle (LOCKED), Huge Monstruous Centipede (LOCKED), Giant Queen Ant (LOCKED), Giant Praying Mantis (LOCKED))
-This item summons a giant vermin that
appears and obeys your commands for
1 minute (as if summoned by summon
nature’s ally). At the end of this duration,
the creature vanishes.
Eight varieties of the amber amulet of
vermin exist (see the table for the details
of each version). An amber amulet of vermin
works once per day.

Anklet of Translocation (UNLOCKED)
-An anklet of translocation allows you to
make short dimensional hops. When it is
activated, you can instantly teleport (with
no chance of error) up to 10 feet. The new
space must be within line of sight and
line of effect.
You can’t use the anklet to teleport into a solid object; if you
attempt to do so, the anklet’s activation is
wasted. You can bring along objects weighing
up to your maximum load, but you
can’t bring another creature with you.

Crystal Mask of Detection (LOCKED)
-A crystal mask of detection grants you far superior vision when worn, passively allowing you to notice things you are trying to find.

Dragons-Eye Amulet (LOCKED)
-While wearing this amulet, you gain increased eyesight so as to better notice things you are searching for and the ability to sense anything around you, as if with echolocation, out to 30 feet.

Fireflower Pendant (UNLOCKED)
-A fireflower pendant provides you with
resistance—or even brief immunity—to
fi ery attacks. While it is worn, you gain
an incredibly increased resistance to fire attacks. This is a continuous
effect and requires no activation.
When you activate the pendant, you
gain immunity to fi re until the start of
your next turn. However, doing this renders
the pendant powerless for 1 hour
thereafter.

Lockpicking Ring (UNLOCKED)
-Hidden below the stone in this
ring is a set of tiny prongs, wires,
and other small devices that spring
out when the trigger is depressed.
Using a lockpicking ring grants you a much higher chance of opening a lock. This is a continuous
effect and requires no activation.
In addition, you can activate the
ring once per day to use knock. You
must touch the ring to the portal
you want to open. ( The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.)

Monocle of Perusal (LOCKED)
-This lens provides you with a passive ability to much better appraise an object. This
is a continuous effect and requires no
activation.
Furthermore, it allows you to identify the exact purpose and effects of any magic item three times a day.

Ring of Adamantine Touch (LOCKED)
-While you wear this ring, your melee
attacks (whether natural or with a weapon)
are treated as adamantine for the purpose
of overcoming damage reduction.

Scentblinder (UNLOCKED)
-A scentblinder masks your odor, making
the scent ability ineffective against you.
Creatures cannot track you or detect your
location by scent. It also masks the effect
of extraordinary, spell-like, and supernatural
abilities that you possess that are based
on scent, such as a troglodyte’s stench.

Wand Bracelet (LOCKED)
-A wand bracelet can store up to four items,
which appear as charms along the bracelet.
You can grab one of the charms from the
bracelet as a swift (manipulation) action,
causing it to appear in your hand.
If you have an item in hand, you can
use a move (manipulation) action to store
the item in the bracelet or to switch a
held item for a stored item by touching
the item to the charm representing the
stored item. Storing an item causes it to
shrink down and appear as a charm hanging
from the bracelet. Any item stored
can weigh no more than 3 pounds and
must be able to be held in one hand, such
as a wand or a light weapon. Only the
wearer of the bracelet is able to retrieve
or store items.

Eternal Wand x4
-An eternal wand holds a single arcane
spell of 3rd level or lower, determined
during creation. Any character who can
cast arcane spells can activate the wand
to use the spell contained in it, regardless of whether the spell appears on his
class spell list. An eternal wand functions two times per day.
= Hailstones: Large balls of Hail (About the size of a table globe) fall with great force in a large area. (LOCKED)
= Lively Step: You and allies gain a boost to your speed, allowing you to move far faster for a short time. (LOCKED)
= Great Thunderclap: Loud noise causes stunning,
deafness, and knocks prone in a large area. (LOCKED)
= Blacklight: Create an area of total darkness, light cannot pierce the veil until it fades away. Imagine the middle of the night with no moon. That kind of darkness. (LOCKED)

Globe of Sunlight x7 (LOCKED)
-You can hurl a globe of sunlight up to 50 feet.
When it arrives at the end of its trajectory,
it detonates and releases an incredibly bright flash of light, like a flashbang but just the flash. And five times stronger. Once activated,
the globe is expended and cannot be
used again.

Sending Stones (LOCKED)
-These unremarkable-looking stones come
in pairs. Once per day, the bearer of each
stone can send a message (as the sending
spell) to the bearer of the other stone. If a
stone’s mate is not in a creature’s possession,
no message is sent and you know
the communication has failed. If either
stone of the pair is destroyed, the other
becomes useless.

Qualls Feather Token, Tree x12 (LOCKED)
-Summons a great oak tree when activated, activated mentally.

Bag of Boulders (LOCKED)
-This pouch creates tiny pebbles that strike
with the force of a catapult stone when
thrown. Each stone has a range increment
of 50 feet. A stone
disappears after it completes its fl ight.
Activating a bag of boulders is a standard
action that includes both drawing and
throwing a stone.
Each bag of boulders has 3 charges, which
are renewed each day at dawn. Spending 1
or more charges when you draw a pebble
from the bag determines the damage dealt
by the stone when thrown.
1 charge: Deals about as much damage as a baseball pitched by a high-school baseball pitcher.
2 charges: As above, but a college pitcher.
3 charges: As above, but a major league pro.


Blast Globes (LOCKED)
-REDACTED

Spare portable hole, small bag of holding mk1, kept completely seperate in small pouch.
 
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