Hag Eye Ooze

Ink the Spot's page

213 posts. Alias of Critzible.


Full Name

Ink [Anton] Ooze Morph Shifter/Vigilante Mythic Trickster N/NE

About Ink the Spot

Ink the Spot
Neutral/Neutral Evil Advance Ink Infused Human
VZigilante/Ooze Morph Shifter 7th
Hgt.Any Wgt. AnyHair: Any Eye:Any Deity:
Str:24 Dex:24 Con:22 Int:20 Wis:22 Cha:20
HP:15 |7d10(+Con+6 Favored Class)
Init:+ 7 Speed:30ft
Fort:+11 [+5+6]
Reflex: +12[+5+7]
Will: +11[+5+6]
BAB:++7/+2
Melee:+14/+9
Ranged:÷14/+9
CMB:+14
CMD:31[10+7+7+7]
AC:27[[10+7(Dex)+4(Natural)+6+2]
Armor:None
Weapons:
Dagger +14/+9 1d4+7 10ft 19-20/x2 piercing
Club +14/+9 1d6+7 10ft x2 bludgeoning
Bludgeon +19/+14 1d6+12 ×2
Slash +19/+14 1d6+12 x2
Pierce +19/+14 1d6+12 ×2
Skills: 14 Background Skills:
Acrobatics 16 |6+7+3|
Appraise 13 |5+5+3|
Bluff 16|6+5+3+2|
Climb 15|5+7+3|
Diplomacy: +17|6+5+3+1+2||
Disable Device +13|5+5+3|
Disguise +20(+40)|6+5+3+4+20+2|
Escape Artist +15|5+7+3|
Intimidate +17 |7+5+3+2|
Perception +17|6+6+3+2|
Sense Motive +17|6+6+3+2|
Slieght of Hand +16|6+7+3|
Stealth +21 |7+7+3+4|
Survival +14|5+6+3|
Swim +15|5+7+5|
Use Magic Device 13|5+5+3|

Background:
Profession(Scribe):+11|2+6+3|
Linguistics: +13|4+5+3+1|
Perform(Storytelling) +4 |4+5+3|
Craft (Alchemy) 12 |4+5+3|

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.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Advanced
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores (except Int scores of 2 or less)

Ink-Fused Creature
Challenge Rating: Same as base creature +1.

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)
An ink-infused creature gains the Amorphous and Compression universal monster abilities, making it immune to sneak attacks and critical damage, and allowing it to maneuver through small spaces very easily.

Two-Dimensional Camouflage (Ex)
A ink-infused creature gain a +4 racial bonus to Stealth and to Disguise skill checks when trying to appear as a tattoo or as graffiti on a wall (or similar situation).

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)
An oozemorph gains compression as per the universal monster rule. This ability can be used regardless of the current form the oozemorph has taken.

Fluidic Body (Su)
An oozemorph’s base form is not that of her race but rather that of a protoplasmic blob that has the same volume and weight. An oozemorph treats her creature type as both ooze and her base creature type from her race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the oozemorph is immune to critical hits and precision damage and can’t be flanked. However, she has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body.

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)
An oozemorph can create a number of natural weapons to fight with from any portion of her body, regardless of her current form. At 1st level, as a move action, an oozemorph can form two primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or slashing damage, chosen by the oozemorph when she forms them. An oozemorph can change the damage type of any number of her natural weapons as a swift action. An oozemorph gains one additional primary natural attack at 6th level and another at 15th level.

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)
An oozemorph gains the shifter’s wild empathy class feature, but she can use it only to influence the attitude of oozes with an Intelligence score of 2 or lower. An oozemorph can use this ability on mindless oozes; when she does so, she imparts a modicum of intellect to the ooze to allow it to respond to her commands.

This alters wild empathy.

Damage Reduction (Ex)
At 2nd level, an oozemorph gains DR 4/slashing while unencumbered and either wearing no armor or wearing light nonmetal armor. This damage reduction increases by 2 at 4th level and every 4 levels thereafter, to a maximum of DR 14/slashing at 20th level.

This replaces defensive instinct.

Clinging Ooze (Ex)
At 4th level, when in her natural form, an oozemorph gains a climb speed of 10 feet.

This replaces woodland stride.

Track (Ex)
At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Shifter’s Fury (Ex)
This ability has been added based on this FAQ entry.

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
Weapon and Armor Proficiency
Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Dual Identity (Ex)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

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)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent:
-Entrepreneur (Ex): Select any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. The vigilante can use the selected skill to earn money as if he were using a Profession skill. If he selects Perform or Profession, the vigilante instead gains the skill unlock powers for those skills as appropriate for his number of ranks in that skill. If he has the social grace social talent, he can apply this benefit to all skills selected with the social grace 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:
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

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 Sight (Ex): The vigilante gains low-light vision and darkvision 60 feet. If he already had darkvision, its range increases by 30 feet.

-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)
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.

Startling Appearance (Ex)
At 5th level, a vigilante learns to use the element of surprise to his advantage, startling foes that are unaware of his presence. Whenever a vigilante with this ability attempts an attack against a foe that is completely unaware of the vigilante’s presence (usually due to Stealth or invisibility), the foe is treated as flat-footed for the rest of the vigilante’s turn (uncanny dodge or a similar ability prevents this effect unless the vigilante is at least 4 levels higher than the foe with uncanny dodge).

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
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.

You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

No One of Consequence (Ex)
Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you’re under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.

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