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About Ink the SpotInk the Spot
Background:
Equipment:
Permanent Magic Fang +5 Sleeve of Many Garments Western Star Ioun Stone Clear Spindel Ioun Stone Eastern Star Ioun Stone Common Clothes, Club Dagger Ring of Defense +2 Race:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits Bonus Feat: Humans select one extra feat at 1st level.
Advanced
Ink-Fused Creature
Type: The ink-infused creature’s type changes to aberration. Recalculate base attack bonuses, saves, and skill points. Hit Dice: Change all of the base creature’s racial HD to d8s. Defensive Abilities: An ink-infused creature gains acid resistance 10, and a +2 racial bonus to any saves against alchemical attacks or effects. Weaknesses: An ink-infused creature takes 1 point of damage per caster level without a save, when targeted by an erase spell. Special Attacks: Same as base creature. Skills: An ink-infused creature gains Stealth and Disguise as class skills. Special Qualities: An ink-infused creature gains the following abilities. Liquid Form (Ex)
Two-Dimensional Camouflage (Ex)
Class:
ShifterOoze Morph Weapon and Armor Proficiency An oozemorph is proficient with all simple weapons and light armor. This replaces a shifter’s normal weapon and armor proficiencies. Compression (Ex)
Fluidic Body (Su)
An oozemorph reverts to this formless state whenever she is unconscious or in an area of antimagic. This is treated as a polymorph effect. A number of times per day equal to half her level (minimum 1), an oozemorph can assume a humanoid form as a move action. This transformation is identical to alter self, except the oozemorph can maintain the form for a number of hours equal to her level. Each hour after this duration, the oozemorph must succeed at a DC 15 Fortitude save or revert back to her fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form. At 8th level, the oozemorph can treat this ability as beast shape I, and at 15th level, she can treat this ability as beast shape II or giant shape I. Ending this transformation at any time reverts the oozemorph back to her ooze form and renders her fatigued for a number of minutes equal to the number of hours she maintained the form. This replaces chimeric form, greater chimeric form, wild shape, shifter aspect, and all improvements of shifter aspect. Morphic Weaponry (Ex)
The total number of natural attacks an oozemorph has at any given time includes those gained via her current form. For example, an 8th-level oozemorph who has taken the form of a wolf with beast shape I has a bite attack as part of that form; she can create only two additional natural attacks via morphic weaponry, for a total of three attacks available to her at that level. If the oozemorph later reverts to a humanoid form with no natural weapons, she can instead create three morphic weapons. This replaces shifter claws. Ooze Empathy (Ex)
This alters wild empathy. Damage Reduction (Ex)
This replaces defensive instinct. Clinging Ooze (Ex)
This replaces woodland stride. Track (Ex)
Shifter’s Fury (Ex)
At 6th level, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15. Vigilante
Dual Identity (Ex)
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Seamless Guise (Ex)
Social Talent:
-Many Guises (Ex): The vigilante can take on any number of mundane guises. Whenever he changes his identity, he has a third option (instead of social or vigilante): he can become mundane. The mundane identity is not a specific individual. Each one is created at the moment it is assumed, and quickly forgotten as soon as it is removed. While in a mundane identity, the vigilante does not gain the benefit of either his social or vigilante identity, but instead appears as a member of his race, usually a common laborer, farmer, or peasant of any gender. His alignment is treated as neutral when he is in his mundane identity. While in this identity, he receives a +20 circumstance bonus on Disguise checks to appear like an ordinary member of his race. Spells and abilities that are looking for the vigilante in either of his other identities fail while he is in his mundane identity. He must build the appearance for this identity using whatever clothing and tools he has at his disposal. While he can use magic (such as a hat of disguise), his mundane identity can never be anything other than an ordinary member of a society or large group (subject to GM discretion). A vigilante must be at least 5th level to select this talent. -Quick Change (Ex): The vigilante learns to shift between his identities with ease. Instead of needing 1 minute to change his identity, he can now do so as a full-round action. If, after a quick change, he encounters any creature familiar with both of his identities, he must attempt a Disguise check to avoid the creature seeing through his hastily donned disguise and realizing that the identities are, in fact, the same person. The vigilante can spend 1 additional round adjusting and perfecting his appearance and persona to negate the need for this check. A vigilante must be at least 7th level to select this talent. Vigilante Specialization:
Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted. Vigilante Talent:
-Shadow’s Speed (Ex): The vigilante’s base speed increases by 10 feet. At 10th level, it increases by an additional 10 feet. -Stalker Sense (Ex): The vigilante has a sense for danger. He always acts on the surprise round. At 6th level, he gains uncanny dodge, and at 12th level, he gains improved uncanny dodge. Only a stalker can select this talent. Unshakable (Ex)
Startling Appearance (Ex)
The foe also takes a –4 penalty on attacks made against the vigilante until the start of the vigilante’s next turn
Mythic Trickster:
Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction. Mythic Feat
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter. Hard to Kill (Ex)
Mythic Power (Su)
Surge (Su)
No One of Consequence (Ex)
Background:
nton Chekov was a Russian mobster who enjoyed Yggdrasil. It was were he went tp escape the world and just exist how he wanted. Though still the Professional at heart the mobster played passionately.
Anton the Inked as he was called began his life in as a poor boy in Minsk. He was beaten and left straving more than loved ans fed. This was due to his parents,One an acoholic the other more obbessed with her status and appearence then him or his siblings. Worse his mother routinely sold herself for money just to afford the desinger label and make up. Eventually Anton grew old enough to leave ans found freedom. Though this fteedom was on the cold hard streets it was freedom from the likes of them. As this free urchin Anton honed stills to survive as a child in an urban sprawl. Theft, fighting a, sneaking and fleeing were nessecary to avoid notice or worse. Despite this Anton found himself observed by the Bratva. Anatoli and Sven of the Bratva took Anton in. The pair along with other local members began using Antom as a messenger. He was one of the best they had, and many of the members took a shine to the boy. During this time Anton was given training in locls, compiters,combat, writing, reading, langauges, weapons and more. It was a strange but specialized education Anton thrives on. As time passes her ate up all the lessons he got, excelling far further then the others. At 16 young Anton was thrust into military service. Pietro his handler saw potential in Anton. Adding in the myriad of benefits such service would provide the Bratva and Anton it had to be done. Anton did not question it, instead he threw himself into the mission for the Bratva that had become his family. Antons days as a soilder seemed easy. The lad excelled havimg master basics, passed rigorous physical, phaycolpgical and mental tests to the point her was recruites into the Spetnez. This elite military unit made him a force to be reconmed with. His former skilled flrefined and enhanced to match the weapon he had become. All that came to an end when a letter from his "mother" arrived. It was a Bratva signal to come home. To do this Anton became a throne in his commanders side. He brought in ladies to the barracks, snuck out constantly and drank too much on duty. Eventually when confronted Anton and his Commanding Officer fought, with Anton breaking his COs nose, collarbone and right arm. This gor him discharged from the military. Freed from the shackles of the military Anton offically earned his first tattoo. This symbol became his badge of honor proving to others his indoctrination into the Brotherhood. Overtime more and more badges formed, addinf to his monikwr of The Inked. A year since his doscharge an incident happened. This incident changed his life in the Bratva from mere guard ro wetwork. Strangely it involved a politician whom Anton broke the mans nose and defeated all his body guards over a simple slight to his Handler Pietro. Antons punishment senr him out of Russia to Tokyo, Japan. There he was attacjted to working in one of the local fronts. Ironically it was a Games and second hand item store. It was here Anton was introduced to VR games and well gaming in general. It also lead him to play Yggdrasil in the effort to play his role as a seller of such games. Turned out the man liked it As Anton worked in the shop, he played Yggdrasil when he could. His best time was playing alongside others in demo mode to try and up sell the game and system.It was during this time his mere human was both blessed and cursed gaining the Advanced Blessing, but also the Ink curse. So he was no longer human but a creature of ink. Anton wpuld while workinf from his base in Japan often leave to do numerous jobs for his Brothers. This worl was wet work. Descreet dirty work around Japan and Asia cleaning up those who crossed the Bratva This was never against the local gangsters. He also never left without a console. While Anton grew infamous in the Real world his character, dubbed Ink the Spot by the community grew. Many a group or individual felt the sting of some harmless adventurer who needed help only to succumb to a swift death. A few saw the black inky ooze and whispered rumprs flew about it some unique monster instead od a player killer. Antons playstyle at this time was effective. He appeared as a humaniod with tattoos. His class allowed him to mask his level and gamer tag as well as anyother information replacing it with something appropriate. Then he would shift his form or wait for the right time to strike with his natural weapons. This tactic was so profound that eventually he would dupe a person into bringing him to the Black Raven Guild. Once inside he slew those with in and bypassed rhe defenses to liquidate rhem of all there goods Though that was his most infamous feat, Ink the Spots infamy started way before that. When in America for a Job he logged onto the servers there. During this Time the Tomb of Horaco was up. Home to Horaco the Vivisecrionist Lichwas a slof many players had not conquered due to the profound use od Alchemical traps and creatures. Ink on a team of 5 slogged through it. Antons Ink survived due to his region specific curse. This was the first and only person to co quer it before the patch. The success od this venture is what brought Ink into the rankings internationally. The fame factor was a detrement as many other players would try and seek him out. Thabkfully his class allowed for anonymity. Which added to the Myatery that was Ink the Spot. Still many hunted for Ink.This lead him to having to join a guild. Je joined the Seeds of Destruction. Inks role was that of a scout and inflitraitor. This utilized his skills and natural aptitude It also played i to the mystery and wild card od his abilites. Ink the Spot as he was called became a member you could rely on. This led to many scoutinf and supportive rolls at first. Ink managed to encourage slimes into the guild house ti help reinforce the guild house. In the beginning je would help any member who would ask. Do to Antons inital nature as a scout and some inflitration missions he eventually was given solo missions. This lead to his most infamous mission. The Black Raven Guild Massacre. Ink became Tinjin the Blade a Tengu swordsman who needed assistance. When he inflitraited and joined Ink dlipped the script and slew those their. This lead to the in game titles Two-Faced, The Betrayer, and Friendslayer. Despite many wondering how this was possible Inks class allowed this. It was an assest the Guild cjerished. He also only had a few who knew his true nature not only as a player and his class. Ontop of this clandestine nature Ink made some alchemical goods and potions ontop of his flare for literary works. The literary works he made be them book or scrolls Ink would distribute in markets and oddly populate dungeons. Treasure chests, vaults, crypts and the like began see his worls hidden for players to find. Add in his abiloty to travel the world and visit different servers he would leave them there as well. This too gained him The Titles Writer of Legends, Spreader of Stories and the Storied Traveller Antons travels for his real world work bled into his Yggdrasil play style. As ink he explored and took unique missions often Kill quests. Titles of Far-Travelled, Wanderer, Killer, Slime Friend, Many-Faced and Every-Man fall i to the plethora of titles accured. Also during this time Anton sought to bloster Inks abilites. Thankfully his travels awarded him the opportunity to do rare missions and access to even rarer abilities and items. This was especially true for his slime body. SmOoze Morphs were weak. Many wrote off the class as it required alot of travel. First of these missions were to secure Iuon stones. First was the Clear Spindle. This rare gem, that grants you the ability to not require food and water,was found while travelling on the north African Server. It took him four tries but he figured out the puzzles and fought the undead hordes ro get it. The Eastern Star, which grants its user the abilityto speak and understand any written and spoke language was found in the Crypt of the Mad Scholar,on the Eastern European Server. Next was thw Western Stat that grants its user the ability to Disguise your features with illusions and make all iuon stones invisible, was in the Temple of the Trickster God in Brazil. Lastly he gained the sleeves of many garments a simple item that spawned during New York Fashion week when he was in New York. All which aid his disguise abiloties. On top of these aquisitiond Anton sought out the unknown and unique missions. One was Dying Wish. This mission granted the one who accepts it one wish. The wish allowed the user to submit a request to the administrators. This one was a wish to use his magical gear in ooze form. This decision was partially due to his acquisition of a powerful fmdefensive ring. One that would greatly improve his defense. This was a gift granted from a monastary mission on the Indian server. It was here he studied with the Monks the of the Iorn Flesh. Upon completion wlhe was granted capabilites of a Monks Iron Body. He did this by beating a deadly 10 hour greuling duel with an Iron Monk Construct. He barely won, but learned the technique and managed ro find a Protective rong whilst completeing the combat. Another unique scenerio was in Kyoto called The Silent Speaks. This mission was a combanation of Boss Puzzle and stealth. It was a greuling slog but he mastered the event sloving the puzzle as it was needed to end the beast. It was a testbofnsteslth and cunning which he won.In the end he was gifted telepathy. Lastly one of the strangest occurances was during the mount quests. Here Ink battled the Jungle Lord Ustrek a powerful shapeshifter and druid who fought back in all manner of shape. For this Fight Ink began to lose when a huge Dire Ape came and aides him. The 10 foot tall beast complimented Ink, to the point they partnered well to defeat the shaman. This led to Banjo his Bow Tie wearing brawler that carries his Barrel. After the battle Ink asked for magical buffs. To do this Ustrek told him gold and the hair from 5 dire beasts would be needed. Naturally Ink and Banjo fought in the jungle gathering the materials and blessing a permanent blessing to make Inks strikes now magical. In the End though Ink the Faceless was master of his craft. The cunning killer and wandering book dealer. UnfortunatelyAnton was on the server as it shut down resting in the Abbatiors vaults. Enjoying the various treasures he helped obtain for the glory of the guild. When he tried to log off after the clock stopped he temained. His curse very apparent for the first time.
Appearance:
Ink the spot appears a grey green blob of goo. It is 5 foot in diameter with streaks of ink running through it. Sometimes sigils, signs, and words scroll across its body. In this form he mices in a roll or a clinging pull and drag. He can even do this along sheer surfaces. Ink will choose two forms to appear to his allies. One is a goblin with ink blacl skin. Eyes red as embers and white terth. His clothes are oversized ans hang loose with just a dagger at his side. This is Spot the Black. The secons is a man of 5 to 6 feet in hieght a decent build with plain clothes, features and brown hair. Tattoos seem to move on his skin but he too wears simple clothes and a dagger. After thst he can form any humaniod creature he comes across. Many also forget they ever see such a man or woman. Not even the Tattoos on its skin. Personality:
Anton and Ink are loyal and dedicated. Unlike the real world Anton enjoyed Yggdrisil and all it has to offer. Food, fun, friends. He cherushed these.
He loved being curious seeking strange scenerios and experiences. Not only to grow but to enjoy. Anton made Yggdrisil his place to escape. A land he would travel, and submerge himself in while the oitside world was very much mission after mission with little downtime and risk of discovery. Anton though still kept his bonds in gave limited as for fear of spillage. He did not wish to end up offing a fellow guild memeber in the real world. So now he will struggle between opening up or continuing to be distant. Specials:
Trait: Extra Feat:Catch Off Guard Superpower:Telepathy Class Ability: Monks Defense Up Too Fifth Level MOunt:Banjo a Dire Ape Ring: Ring of Defense +2 Wish: All Magical Items are usable in any form for him Craft Feat: Brew Potion Stat Improvement:+2 Charisma |