Post by Head Moderator on Nov 6, 2013 20:44:03 GMT -5
My name is Ondine Amberwitch. I am a Daeva, I have lived many lives in many lands but my latest reincarnation found me opening my eyes in this new body on a deserted island in the midst of the sea, found by the seafolk ship, "Amberwitch" and adopted as one of their own. I stand 5'4" tall, and continue to blossom. I have curly chestnut brown hair, and bright hazel eyes. I have only been in this body a decade, but I am an ancient. I cannot remember a beginning, nor a childhood, only that I am.
My scent is white ginger, jasmine, and a touch of vanilla and apricot. (BPA: Siren)
Weak to Sonic. Aligned chaotically good.
[TNR - Aquamarine]
I speak Common, Sea Common, Aquan and Mere. With Polylingual, I speak a little bit of all languages, something left over from my many lives.
No one is perfect - no one- and I do have a few major Flaws in this life. I am too curious for my own good at times. I also tend to trust people, when perhaps I should think further about giving such trust so blindly. Sometimes, due to the many lives I've led, I see something or find someone that reminds me of something in my past and it draws my attention.
Curiosity:You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye.
In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Trusting:
You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?.
Penalty: Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Reincarnated Misfortune:
From time to time, the character sees something that reminds him of his former lives.
Penalty: The DM or another player can activate this flaw when they wish. At the start of every encounter, there is a chance that he notices something that causes him to recall his past. If this happens, he takes no action for 1 round and thereafter takes a −2 penalty on all rolls and skills until the encounter is resolved.
My scent is white ginger, jasmine, and a touch of vanilla and apricot. (BPA: Siren)
Weak to Sonic. Aligned chaotically good.
[TNR - Aquamarine]
I speak Common, Sea Common, Aquan and Mere. With Polylingual, I speak a little bit of all languages, something left over from my many lives.
No one is perfect - no one- and I do have a few major Flaws in this life. I am too curious for my own good at times. I also tend to trust people, when perhaps I should think further about giving such trust so blindly. Sometimes, due to the many lives I've led, I see something or find someone that reminds me of something in my past and it draws my attention.
Curiosity:You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye.
In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Trusting:
You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?.
Penalty: Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Reincarnated Misfortune:
From time to time, the character sees something that reminds him of his former lives.
Penalty: The DM or another player can activate this flaw when they wish. At the start of every encounter, there is a chance that he notices something that causes him to recall his past. If this happens, he takes no action for 1 round and thereafter takes a −2 penalty on all rolls and skills until the encounter is resolved.
CLASS AND PROFESSION
WEAPONS
Primary Class: | Combat | Extra 1d, 1/combat. |
Primary Profession: | Ranger | "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. "Ranger's Boon" You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks. |
Secondary Class: | x | x |
Secondary Profession: | x | x |
INFORMATION
Ranking: | Amber Adept |
Dice: | 2d50 |
Hit Points: | 25 |
Defense DC: | 20 |
RANGED STRIKE: | +12 (QCK 10, Ranger Bonus 2) |
Ranged DMG: | +14 (QCK 10, Archer's Bracers 1, Ranger Bonus 3) |
Ranged DMG PB: | +18 (QCK 10, Archer's Bracers 1, PB Master 4, Ranger Bonus 3) |
MELEE STRIKE: | +10 (QCK 10) |
Melee DMG: | +10 (QCK 10 - Dex Fighter) |
Magic Save: | +2 (WLP 2) |
WEAPONS
Primary Weapon | Swordbow: Bow 2d5 |
Improvements & Enchants | x |
Secondary Weapon | Swordbow: Longsword 1d6 |
Improvements & Enchants | x |
Extra Weapon | x |
Improvements & Enchants | x |
Hidden Weapon 1 | x |
Hidden Weapon 2 | x |
Extra Attack Item | x |
Extra Defense Item | x |
TRAIT POINTS: 16
STRENGTH | 0 |
QUICKNESS | 10 |
ENDURANCE | 1 |
WILLPOWER | 2 |
INTELLIGENCE | 0 |
PERCEPTION | 3 |
CHARISMA | 0 |
TACTICS & TALENTS
SPOT | +3 |
LISTEN | +3 |
ACROBATICS | +15 (QCK 10, Acrobatics 5) |
KNOWLEDGE | +5 (Breadth of Knowledge 5) |
x | 0 |
x | 1 |
x | 0 |
SKILLS
(racial) | Reincarnated Body | A daeva is reincarnated into a new, young adult body of the shape of any known race in the land. Once you choose this shape, that is the body that the daeva will retain until they die. If a daeva dies and is rezzed within an hour's time they come back into that body but if more than an hour passes, they will appear in a new body somewhere in the world. |
(racial) | Polylingual | You can speak and understand all languages, but cannot read or write in any language but your own. |
(racial) | Acrobatics | +5 to Acrobatics Checks |
(flaw) | Sharpshooter | +1 to Marksmanship Matches. |
(combat) | Combat Affinity | Able to write combat maneuvers. |
(ranger) | Correcting Aim | You gain a +2 to your ranged Strike in the round immediately after a miss, only if you go after the same target as the round before, as you've corrected your aim and have a better chance of hitting. Once per combat. |
(flavor-c) | Underwater Breather | You are able to breathe underwater. |
(flavor-c) | Nimble Feet | You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check. |
(flavor-c) | Breadth of Experience | Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls. |
(crystal) | Combat Marksman | You can fire your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you fire into melee, a roll will be made to see if you hit the baddie or one of your companions. |
(crystal) | Point Blank Shot | You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to attack damage. |
(crystal) | Omnicient Whispers | Once per week, receive the answer to any simple question through using the memories of your past lives. The question must be a yes or no question, work with the DM or storyline leader in order to get the answer. |
(crystal) | Sidestep | Evade full damage 1/combat. |
(crystal) | Point Blank Master | Your bonus for Point Blank Shot goes up to +4. |
(flavor-t) | Old Salt | You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead. |
(topaz) | Bank Shot | Bank Shot allows you to ricochet projectiles and thrown weapons off objects on the way to their target. This means you do not need to have a straight shot, but can attack them while remaining hidden. A Bank Shot also bypasses any shield a target might be holding or using. This can be used once per combat. |
(topaz) | Dexterous Fighter | Use QCK for damage. |
(topaz) | Many Shot | Once per combat, a crossbow or bow user may shoot two arrows at a time, allowing you to double your weapon dice roll. If for instance, you rolled a 1d5 and got a 5, you'd be able to take 10 dmg from that weapon. |
(flavor-a) | Commune with Nature | This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc. |
(amber) | Disabling Strike | Lose Turn. |
(amber) | Oaken Strength | Double Roll. |
(amber) | x |