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Halfire (Retired)

Appearance

A mostly nondescript halfling. His shock of red hair usually hidden under a beaten up wide brimmed hat. He keeps a black neckerchief loosely bundled in his collar, ready to be worn as a disguise. His armor is well built, well worn, and muted green and browns. He carries only one visible weapon, a wicked and lethal looking crossbow, almost as tall as he is. No bolts are visible for it though.

Personality

Halfire is quick with a joke, and a laugh. Some of his favorite pastimes are giving Raktosh hell, and bantering back an forth. He has a serious side that comes out when business is discussed, and has a strong and deep loyalty to Mr. Bondregan, who chose to keep Hal's neck from an axe block.

Background

Halfire is a child of a loud and boisterous halfling community. He learned at an early age that a quick wit was necessary to survive the relentless good natured teasing. He always had a knack for raiding the kitchens and deserts of the community, always having sweets and snacks to trade for favors between the other children. As he grew in his skills of stealth and thievery, he chose to leave the community and try his hand at living in the larger world. He keeps an open albeit vague, line of correspondence with his family, relishing the glimpses back to the joy of their lives. Eventually he made the fateful acquaintance of one Remi. A fire prone goblin, and his life was forever changed.

Retirement

Due to wibbly-wobbly-timey-wimey stuff, at some point the iteration transitioned turned Halfire into Zakmhal Firebeard

Dominion Bonds

You have Forged a dominion bond with the Dominions of Necromancy, Blood, Bone, and Mind.

Dominion of Necromancy

Necrotic Runesphere. You have a new connection to your runesphere, allowing you to control its form. As an action, you can command your runesphere to alter its shape and coat the blade of slashing or piercing melee weapon you are holding. For one minute, you gain the following benefits. You regain the use of this ability whenever you use the Refocus exploration activity.

Your sneak attack damage with that weapon increases to 1d8 and deals negative damage instead of your weapon’s damage. If you critically hit a creature and deal sneak attack damage, you regain hit points equal to the amount of sneak attack damage dealt (before doubling it for the critical hit).

Dominion of Blood

Blood Armament. Your runesphere consumes your Necklace of Sharp Objects, learning from it even as it draws new power from your blood. As an action, you can create and draw a weapon out of your own body, forming it from your own blood. The weapon remains in effect until it leaves your space for more than 1 round. When you create a blood weapon, it has the following benefits:

You can create any weapon you’ve seen before. You are always proficient in any blood weapon you create, as though it were a simple weapon. All blood weapons gain the finesse trait in addition to their other traits. All blood weapons deal 1d8 damage, regardless of the weapon’s normal damage or any traits like Two-hand that increase the weapon’s damage die size. All other weapon traits function as normal. When you create a weapon, you can also activate your Necrotic Runesphere as part of the same action, if the ability is available.

Dominion of Bone

Metamorphosis. Your dominion bonds have a unique connection, each reinforcing the others in overlapping layers of power. With the dominion of bone added to your existing connection with blood and necromancy, you gain the Unleash Soul action below. After using the action, you must spend 10 minutes refocusing before you can use this action again.

Unleash Soul – 1 Action

Harnessing the power of blood, bone, and necromantic magic, you activate your necrotic runesphere and blood armament as a part of this action. In addition, for the next minute, you continually grow and regrow a protective exoskeleton of black and red bone, gaining the following benefits:

You gain 2 temporary hit points per level. You gain a +2 bonus to all intimidate checks made to Demoralize an enemy. At the start of your turn, you gain one additional action that can only be used to attempt to Demoralize an enemy.

Dominion of Mind

Soulknife. Whenever you would deal precision damage from Sneak Attack, you can choose to instead deal mental damage. In addition, creatures that take this mental damage take a status penalty to Perception checks and DCs to see you equal to your number of sneak attack dice. If your attack is a critical hit and the target is a living creature, the target is also drained 2.

Custom Items

Inamori Mask

When not in use, this cloth mask rests along your brow like a bandana. When the mask is pulled down over your face as an action, you begin to radiate malice. While the mask is down, you suffer a -2 penalty to all checks made related to positive social interactions (such as Diplomacy), but you gain a +2 bonus to all checks made related to negative social interactions (such as Intimidation). In addition, while the mask is down, as long as you are in dim light or darkness, you can make Stealth checks to hide as though you were concealed.

“Sasha”

This goblin-made crossbow fires wicked steel bolts with vicious needle tips. When wielding Sasha, you can cast True Strike once per day, as long as your next action is to make a ranged attack with Sasha. When you do, the attack suffers no penalty for firing past the first range increment. If both attack rolls from True Strike would have hit the target, treat the target as flat-footed for the attack (which could make your strike a critical hit and apply sneak attack damage).

Tonalan's Bloody Shank

This makeshift shank always appears wet with fresh blood when drawn. If you activate Blood Armaments or Unleash Soul while wielding this shank, the weapon you create always gains the Agile trait, even if the weapon normally would not have that trait.

Bellows Bolt (Consumable)

This shimmering bolt radiates heat harmlessly when carried. As an action, you can fire this bolt at any space within range of your crossbow. If you target a creature, you must make an attack roll, but on a hit the target treats any saves it makes against this item as one step worse.

When you fire the bolt, each metal item within 15 feet of the selected space or creature is subjected to the heat metal spell, which is automatically heightened as though it were a focus spell, to a maximum of a 5th-level spell.

Nonmagical Items of Note

Spore Mask. Wearing this mask gives you a +2 bonus to Fortitude saves against breathable poisons and toxins. If the source of the toxin is airborne spores, you are instead immune.

Mechanics

Remembered Past: Free Archetype

You have sparked memories of your past iterations and learned from them. You have three free archetype feats (2nd, 4th, 6th).