Post by Ellis Strata on Apr 26, 2015 23:17:19 GMT -5
State:
Gjenrei Shimazu - Ruby Sentinel - Combat/Knight, Devout/Vindicator - 2d84 - 71 HP (Diehard, 7 End, 7 Wlp, 10 enchant) - 10 DDC - Weakness: None - Flaws: Code of Honor, Compulsive Honesty, Lovesick: Mika Lanverlais
Vitals
Name: Gjenrei Shimazu
Screen Name: swordofatrophy
Alignment: Chaotic Good
Race: Human
Size: Medium
Racial Weakness: n/a
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'2" 235, Black Hair, Blue eyes, scar across the bridge of his nose
Gjenrei is a Knight by trade, though in Eorzea he carried the term Paladin which means something different. He's a tall man, well built, with an iron composure. Though he often can be seen reading, or being a mentor the youth of the land. A noble protector, he often is the first one into the fray, and the last one out.
Personality:
Gjenrei follows the Knightly Oaths of the Eorzean Paladins, which is basically any knights code of honor. He's polite to a fault, and does above and beyond to help those in need, moreso for those who cannot help themselves. He's a stalwart protector of Mika over all else, and well has probably some less than hidden secrets about his feelings for her.
Star Sign
Date: 12/11
Sign: Chimera
Bonus: Amiable and able to get along well with others, you gain skills in diplomacy and in negotiations. You may pass one Diplomacy check a day.
Under: Setting Sun
Bonus: You gain a +1 to any Knowledge Check you wish to roll, whether you have Knowledge Skill or not.
Languages: Common, Commonsign, Elven
Country of Origin: Offworld (Eorzea)
Chosen Deity: None (As far as Arith is concern, his patron diety is Halone, Eorzean god of honor and fury)
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Combat
Class Bonus: Extra 1d, once per combat
Primary Profession: Knight
Class Skill: "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Secondary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide. (Crest of Halone, wristlet)
Secondary Profession: Vindicator
Class Skill: "Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Traits
Strength [13]*
Quickness [0]
Endurance [7]
Willpower [7]
Intelligence [0]
Perception [0]
Charisma [5]
Reputation.
Reputation: 29.5
Reputation Bonus: +2 to Diplomacy / Intimidate - -2 to Gather Info / Bluff
Reputation 25: +1 Strength
Skills.
Racial Skills
(racial) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
(racial) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
(racial) Darksight: The ability to see in total darkness up to 60 feet.
(flaw) Sword and Board (V): Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +2 to your damage. A heavy steel shield that gives +5, allows you to add +10 damage. This is an innate skill.
Class/Profession Skills
(combat) Combat Affinity: 1d extra on attack, once per combat. Can use a fighting style and combat maneuvers.
(devout) Armor Mastery: At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor. This is a constant effect.
(topaz - Knight bonus) Honor Shield: A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
(ruby - Vindicator bonus) None Shall Pass: You are able to heal your entire group of allies by mere inspirational command, healing them all for 5 points and allowing all to make a new save to resist poisons if they've failed one during combat. A successful save cures the poison. This healing is not positive energy based, it merely causes their own bodies to self-heal, therefore can heal even undead creatures.
(ruby - Vindicator bonus) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is a constant skill.
Flavor Skills
(flavor crystal) Clarity of Vision: Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.
(flavor crystal) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor topaz) Gallant: A knight has been subject to enough courtly intrigue to learn some tips. You get a +5 bonus on Diplomacy, Knowledge (Nobility) and Insight checks.
(flavor amber) Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw, sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
(flavor sapphire) Watchkeeper: This skill enables the subject to stand watch or keep vigil throughout the night without any ill effects. The subject suffers no fatigue, and gains all the benefits of a full night's rest.
(flavor emerald) Discern Lie (V): The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic gains a +5 to their roll to determine whether a spoken statement is true or false, with a successful Insight check opposed by the subject’s Bluff check.
(flavor ruby) Taking Charge: A dedicated tank's job is to make sure that the enemy is focused on him/her and sometimes it's hard to do that with all of the damage dealers going first. This skill allows a tank to take the first spot on the scoreboard or gives them second place if another skill like this is used.
(Reputation 20: Flavor Skill) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Combat Skills
(crystal) Alert: You gain a +5 to Spot and Listen Checks.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(crystal) Parry (V): You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
(crystal) Calm Mind (V): The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5.
(topaz) Compel Hostility: Whenever a creature that you can see makes an attack against one of your allies, you can instantly compel that creature to attack you instead. The original target remains unscathed, and the attack is now made against you, regardless if the strike they rolled would normally hit you or not. You cannot use any type of evade against this attack. This can be used once per combat.
(topaz) Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
(topaz) Protective Parry (V): Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
(amber) Bastion of Strength: There is nothing on the field of combat more dangerous than a man or woman that knows they are in the right. It pushes their endurance, it drives their arm, it opens their ability to see the dangers. A knight with this skill able to maker a fearsome blow once per combat, rolling their combat dice twice.
(amber) Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
(amber) Pommel Strike: The knight knows that not only can the bladed section of his weapon be employed on the field of battle, but the pommel as well. By adjusting the grip he has upon the blade behind the Knight's shield, they lash out and catch their opponent in the head with a pommel strike, stunning their opponent. Once per combat, target loses as many turns as allowed by rank. Willpower save given each round of DC10 + Knight's Strength.
(sapphire) Bulwark: Your armor, your shield, your weapon, all of them are simple tools. It is the man or the woman within or behind them that is the threat. Your ability to attack is well known, here you demonstrate your ability to defend and deflect an assault. Once per combat, you may turn the damage meant for you back upon your attacker.
(sapphire) Virtue of the Sword: Once a combat, you may choose to impale an enemy with your attack. On a successful strike, your enemy then makes a Quickness check, DC10+ Knight's Gemstone Level (such as 11 at Crystal, 13 Amber). If they fail the check, then they are impaled and immobilized for 1d3 rounds. If they pass their QCK check, then they merely take regular damage. If they fail and are impaled, they take ONLY weapon damage and pertinent trait damage, which bypasses defenses due to being impaled.
(sapphire) Strike me instead!: There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
(emerald) Incite to Anger: You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore. You may incite as many targets to anger as your Charisma bonus. After the first round, an enemy may attempt to break free of this skill and an opposed roll is made. The enemy adds Willpower, the inciter adds Charisma.
(emerald) Return of the Sword: If an enemy has been immobilized by Virtue of Sword, then the knight that impaled him may rip his sword free from his body as a free action on his turn, doing an extra 2d3 damage plus your weapon damage to the enemy. The enemy gets no defense against this. The knight may then take his turn as normal, whether against that foe or another.
(emerald) Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(ruby) Loyal Beyond Death: A high ranking knight becomes loyal beyond death. The knight may act for one round past being hit a death blow, provided that her body remains more or less intact. This can be used once per adventure.
(ruby) Back to your Feet: This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
(ruby) Open
[Teamwork] Soul Mate (Mika Lanverlais): You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
Skill Checks.
Spot: (PER 0)(Alert 5) = +5
Listen: (PER 0)(Alert 5) = +5
Search: (PER 0)(Investigator 5) = +5
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 0) = +0
Lockpicking: (QCK 0) = +0
Escape: (QCK 0) = +0
Acrobatics: (QCK 0) = +0
Athletics: (END 7) or (STR 13)(Athletic 5) = +12/+18
Diplomacy: (CHA 5)(Gallant 5)(Rep 2) = +12
Intimidation: (STR 13)(Rep 2) = +15
Bluff: (CHA 0)(Rep -2) = -2
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 0) = +0
Insight: (PER 0)(Gallant 5) = +5
Handle Animal: (CHA 0) = +0
Ride: (QCK 0) = +0
Swim: (STR 13) or (END 7) = +13/+7
Appraise: (PER 0) = +0
Gather Info: (CHA 0)(Rep -2) = -2
Use Object: (QCK 0) = +0
Knowledge: (INT 0)(Star 1) = 1
Save against Disease/Poison: (END 7) = +7
Willpower Save: (WLP 7) = +7
Flaws.
Compulsive Honesty: You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Code of Honor: You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
Love Sick (Mika Lanverlais): Your love for another occupies your every thought, and you become despondent when you are away from that person.
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
Weaponry.
Primary Weapon: Celestial Mithral Broadsword (Paragon *2, 1d10)
Enchantments:
Razor Edge☼ ☼
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Defiant☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Phantom ☼
This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Secondary Weapon: Heavy Steel Shield +5 Def
Magic-Eating ☼ ☼ ☼
Spirals and reliefs or designs of fanged mouths cover this armor. While wearing magic-eating armor, whenever you pass a save against a spell that targets you, the armor heals you of half of however many dice you've rolled for your save. So for instance, if you roll your 1d20 save and get an 18, you are healed of 9 points of damage. This works once per combat.
Tattooed☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
Heraldic Crest, Courage☼
This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This symbol depicts a pouncing lion. The bearer gains a +5 bonus on initiative checks. Once per day, the shield casts healing of up to 10hp on the bearer.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item: Nightwatcher [Weapon] ☼ ☼ ☼
This adamantine longsword grants low-light vision to its bearer. If you already have low-light vision, it doubles the range. This sword also has the ability to disperse magical darkness 3 times per week. While in darkness or magical darkness, this sword detects hostile approachers, warning the bearer by the hilt growing colder the closer they come. The cold is not so harsh as to damage the bearer.
[Worth 6,500gp]
Extra Defense Item:
Armaments.
Head:
Face: Magic Cuff Earring (+7 Mag/Mun)
Health +10
An enchantment of health adds to someone's hit points.
Eyes: Monocle of Veracity [Head/Eyes]
The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses. Twice per day, it can create a zone of truth 10 feet around the wearer which lasts 15 minutes. It does not force anyone to answer, but if they do answer they must speak the truth. In addition, this monocle grants its wearer a +5 bonus on Insight checks. Though it fits over only one of the wearer’s eyes, the item takes up the entire eyes slot.
[Worth: 4,000gp]
Neck: Creed Gorget (knight primary focus) [Neck]
This white steel gorget sits comfortably around the neck. Once per combat, it will grant an auto save of a non-damaging regged spell. Also the wearer cannot be the target of a coup de'grace attack while the gorget is worn.
Torso:
Body (Armor): Dreamstone Traveler's Plate (Medium Armor 30 Def cap, 12 qck cap, -5 Init penalty) Dreamstone +2 to all magical saves.
Enchantments:
Magically Warded
This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment.
Comfort ☼ ☼
Armor with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected.
Ghost Ward ☼ ☼
This armor or shield seems almost translucent. It allows the armor's defenses to count against the attacks of incorporeal or ethereal creatures.
Deepsea ☼
This enables the wearer of armor to be able to swim as if unarmored, breathe underwater and converse with sea creatures that speak a language.
Cloak: Fizzwinken's Vanishing Transformative Aero Attire [Cloak]
This black leather coat is lined with dark gray silk. It appears every now and again to have black scales dotted down the arms and back of the coat. When desired, wings resembling a black dragon's appear, allowing you to fly at double your normal speed and take skills that require flight. It also allows you and nearby allies to briefly vanish from sight. A coat has 3 charges, which are renewed each day at dawn. Spending 1 or more charges turns you (and perhaps one or more allies) invisible, as the invisibility spell, for 1 or more rounds.
1 charge: You become invisible for 3 rounds.
2 charges: You and one adjacent ally become invisible for 2 rounds.
3 charges: You and up to three adjacent allies become invisible for 1 rounds.
Waist:
Arms/Wrist:
Hands: Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
Legs: Guardian Greaves (+3 Mundane/Magic)
Magic Shield
This enchantment gives you a defense against magic spells sent your way, giving you +5 DEF.
Feet: Boots of the Winterfell [Feet]
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
[Worth: 6000gp]
Body Modification:
Rings: (Up to two active)
1. Ring of the Ram [Ring]
A force bolt in the shape of a ram is generated by this ring on command. The wearer decides if 1, 2, or 3 charges are expended with each use. The ring can expend up to 3 charges per day.
One Charge: If aimed at a mundane block (such as a door, lid, etc), you get a +5 to your Strength roll to break the object.
Two Charges: You may do a bull rush, no roll needed, it is automatically successful.
Three Charges: You can make a ranged attack with a 50' limit, doing 2d6 damage. If you are within 30', then you do 3d6 damage.
[Worth: 5500gp]
2. Ring of Ironskin [Ring]
This adamantine ring gives you damage resistance of 5/adamantine. This means unless you are attacked by adamantine you always take 5 less damage from the attack.
[Worth: 14,500gp]
Inactive Rings
Ioun Stones.
'Runic Key' A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower, and records the person's progress. (Current: Floor Twenty Sevem)
Tokens: 14000
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000gp]
2. Banner of Valor [Magic Item]
Made from bright silks, gold thread, and other flashy materials, the banner of valor bolsters the spirits of all friendly troops that gaze upon it. The banner holder can remove fear effects at will on chosen creatures within a 20-foot radius. In addition, the holder can of the banner can heal up to three individuals of 10hp during one combat.
[Worth: 10,000gp]
3. Glass of Distance [Magic Item]
This fine spyglass can be used to see 10 miles away. While looking into the distance, the user can speak a command word to instantly transport himself to an object or creature he can see. If the spyglass is reversed, a user looking through the large end can speak a command word to transport a creature or object to him, up to a distance of up to ten miles away. More than one object or creature can be transported, so long as each is in physical contact with another. A spyglass of distance can be used to teleport any given creature only once per day, regardless of direction.
[Worth: 5,000gp]
4. The Other Shield [magic item]
This small trinket resembles a broach that is fashioned to resemble a shield with an engraving of a tower and three spears. This small item has the ability to grow and expand at the wearer's will in order to help protect the knight or his allies from mundane things as a form of protection. Its dimensions are not allowed to expand beyond logical reasoning! Examples of its possible use: It could be used to float in the air above a traveling party to protect them from rain, the sun or falling debris. It could be used to place over a gap in a trail. The shield could block the wind or offer minor protection from flames as you skirt past. Even possibly a sled on snowy hills for children to ride. This item will not work during combat or without the DM's permission if used on an adventure. It is meant to allow a conduit for flavor play but it cannot thwart a mechanic a DM wants to use on the group for whatever reason.
5.
Anniversary Mini Bag of Holding
6.
7.
8.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Magical items left in storage at the Obsidian Heart Inne
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Rank and Statistics.
Rank: Ruby Sentinel
Dice: 2d84
Experience Points: 661
Gold: 40,625
Rezzes: 5/5
Defense DC: 10 (10 + Quickness)
Defense: 30/28
Hit Points: 71 (Half Dice = 42, Endurance = 7, Willpower = 7, Diehard = 5, Enchant = 10)
Initiative Roll: +13 (13 Muscle Reactions, Courage Crest 5, -5 Lovesick)
Attack - Celestial Mithral Broadsword
Attack roll: 1d20 +13 Power Attack, +2 Born by the Blade
Combat Dice roll: 2d80
Weapon Damage: 1d10 + 1d3
Damage Bonus: +13 Str, +10 Sword and Board +4 Calm Mind
Attack Specials:
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: