Post by Andraste Longo-Drom on Jul 23, 2014 18:53:13 GMT -5
Andraste Longo-Drom
Screen Name: unyieldingdark
Alignment: Chaotic Neutral
Languages: Common, Elven, Zyonian, Zorcan, Rumeria, Tactis, Ancient, White Tongue
Country of Origin: Zyon
Description:
Age: 26
Height: 5' 10"
Weight: 160 lbs
Body Type: Athletic
Eyes: Violet
Hair: Chestnut
Gender: Female
Personality:
Flaws:
1. Blind
2. Code of Honor
3. Dark Premonitions
Current Rank: Obsidian Prime
Current Dice: 3d91
Current Hit Points: 67 (Half Dice = 45 , Endurance= 2, Willpower = 9, Diehard = 5, Brutish Durability = 6)
Defense DC: 23
Traits
Strength [5]
Quickness [13]
Endurance [2]
Willpower [9]
Intelligence [3]
Perception [0]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Fighter
Profession Bonus: (Quarterstaff) "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or body part if they are unarmed (such as fists, bite, claws, headbutt, feet) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier clearly what weapon/body part it is).
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.
Secondary Profession: Vindicator
Class Bonus: "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.
Race: Human
Racial Weakness (if applicable): N/A
Racial Skills: Versatility
Skills:
(racial) Versatility
(racial) Acrobatic
(racial) Diehard
(combat) Combat Affinity
(fighter) Sudden Charge
(flaw) Shillelagh (v)
(flavor crystal) Blindsense
(flavor crystal) Clairvoyant
(flavor crystal) Walk the Walls
(crystal) Shield Beater
(crystal) Alert
(crystal) Acrobatic Backstab
(crystal) Counter Attack
(crystal) Blindfight
(flavor topaz) Empathy
(topaz) Disarm
(topaz) Sidestep
(topaz) Close Quarter Fighting (v)
(flavor amber) Call Darkness
(amber) Quarterstaff Defender
(amber) Two-Handed Expert
(amber) Extension of Self
(flavor sapphire) Daredevil Athlete
(sapphire) Battle Sense
(sapphire) Dexterous Fighter
(sapphire) Parry
(devout) Psionic Affinity
(flavor emerald) Focused Rend
(emerald) Anticipate Evade
(emerald) Agile Athlete
(teamwork) Tag Team Fighting
(flavor - rep 20) Polyglot
(flavor - rep 25) Calm Under Duress
(free - rep 30) Brutish Durability *Taken at Ruby*
(flavor - rep 40) Knowledge: Region (Zyon); Nature; Deities; Religion; Dungeoneering; Oceanography
(vindicator) Blade of Zeal
(vindicator) Will of the Divine
(flavor ruby) Detect Alignment
(Ruby) Steadfast Resistance
(Ruby) Master at Arms, Improved
(Ruby) Tempest
Weapons with dice effects / enchantments:
Primary Weapon: Obelisk of Kanesh [ Improvement: Shadowed | Skill: Double Attack ]
[Orichalcumshodd Quarterstaff (Paragon*2 - 3d8) | Deflecting☼ ☼ | Failsafe☼ ☼ | Courageous ☼]
Orichalcum
Orichalcum creates a weapon that is a rich copper-gold color. Orichalcum is an expensive material because it holds the ability to bypass damage reduction/magic even if it is a mundane weapon without any magical enchantments. There are some creatures weak to orichalcum, as well.
Deflecting
If you're wielding a deflecting weapon, you can try to knock projectiles aimed at you out of the air. Once per combat, when you would normally be hit by a ranged weapon, you may make a DC 20 Acrobatics Save. If you succeed, the ranged weapon or projectile deflects away harmlessly. You must be aware of the attack and not stunned in any way.
Failsafe
Upon rolling a critical fail of 1 when using a failsafe weapon, you can choose to ignore any detrimental effects. It is merely a miss.
Courageous
A courageous weapon fortifies a person's morale and courage in battle. Once per combat, you may automatically pass any save against fear if you are holding your weapon unsheathed.
Secondary Weapon:
Ranged Weapon: N/A
Hidden Weapon: Sea Knife [1d4] | Blinding | Negating | Returning
Blinding ☼ ☼
A blinding weapon functions as a brilliant weapon that also explodes with radiant light once per combat. The radiance does not harm the wielder. In addition to being sheathed with bright light (See Brilliant Enchantment), a blinding weapon causes the target to be blinded for one round of combat, if the target does not have blindfight they lose a turn of combat.
Negating ☼ ☼
A negating weapon briefly nullifies some forms of damage reduction when it damages a creature. Whenever a negating weapon damages a foe with DR/chaotic, DR/evil, DR/good, DR/lawful, or DR/magic, it reduces the value of that damage reduction by 5 points for 1 round. For example, a negating lance hitting a creature with DR 10/good and lawful reduces the creature's DR to 5/good and lawful. If the creature has a component to its damage reduction other than the alignment types listed above, that component is unaffected. Thus, if the negating lance above hits a demon with DR 10/good and cold iron, it would leave the demon with DR 10/cold iron and 5/good for 1 round. The effects of multiple negating weapons (or multiple hits from the same weapon) do not stack.
Returning ☼
This special enchantment can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
Extra Attack Item: Legendmaker - This amazing longsword (1d6) exists to experience and retell the epics surrounding the bearer and her companions. The weapon has darkvision and blindsense, and the ability to hear (therefore allowing Listen Checks). Legendmaker loves to give its opinion on any topic (though tends to give far more information than needed), and is allowed to make it's own Knowledge Check roll for any knowledge with a bonus of +3 to the roll. It loves to sing before battle but ceases when battle begins. It can speak (but not read) Common, Dwarven, Elven, Gnome and Halfling. Legendmaker can perform once per week by singing or telling a story, allowing you to roll 2d100 for tips. {Charges: ☼ ☼ ☼ ☼}
Extra Defense Item: N/A
Head: Radiant Nimbus (Pale Blue): This magic item appears as a thin circlet to be used in the Head Slot. When placed on the head, a gently lapping flame appears like a corona or halo above your head. This flame has been passed down through the ages, a gift from the oldest civilizations and an eternally glowing mote representing knowledge and self-awareness. It is an insubstantial, illusory flame, cold to the touch. The power depends on the hue of the crowning flame. (PALE BLUE) This color grants you a +2 to any Knowledge Check you wish to make, on any subject, regardless if you have the skill or chosen areas.
Face: Andraste's Amplification Band (Head or Face): Fashioned out of almost completely translucent gossamer silk, this small band was made specifically for Andraste Longo-Drom to line the inside of her facial coverings to help heighten and magnify sounds around her when she wills it to, providing a bonus of +5 to any listen checks she makes. Otherwise, this is just an ornamental piece of cloth that will not overwhelm with the sudden boisterous sounds of the world.
Neck: Stormlure - A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, a stormlure calls to the wind, causing a tempestuous gale. Once per day, the wearer of a stormlure is surrounded by swirling winds for 1 full round, causing all ranged attacks against her to miss, including rays and other ranged spells and invocations. This wind does not hinder the wearer of the stormlure in any way. On the wearer's turn after the round it was used, the wearer can choose to attack by cause the air around her to fill with crackling lightning, dealing 2d6 points of electricity damage to all creatures adjacent to her. This is considered a magical attack, and strike must be rolled for each enemy, and damage is boosted by the wearer's Intelligence.
Torso: Shirt of Feyskin: These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
(Roll 1d6 to determine which one you've gained) [Gift from Logen Wolfsbane]
Shirt of Feyskin: DR 5/cold iron
[Worth: 13,000gp]
Body (Armor): Unarmed Armor Technique (Light Armor +13 DEF) [+13 Mag DEF - Magically Warded]
Cloak: Glyph of Restoration (Inkanation): This tattoo appears as an ancient symbol meaning 'energy' and looks like a tribal letter M, with the lower extensions of the glyph often taking on claw like marks. When activated, the glyph glows with a bright green light for a few seconds, and the bearer has their hit points fully restored. This can be used once per day only.
Waist: Adaptation Charm [Slot: Varies]: A charm with this enchantment allows a person to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold. This charm can be worn as a bracelet, necklace, clipped onto a belt or somewhere else.
Arms/Wrist: +7 Mundane/Magic Bracers
Hands: Shadow Falconer's Glove [Hand]: This elbow-length, heavy leather glove’s fine embroidery is marred by dozens of claw marks. Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and attempts to disarm or remove an item from the target's hands. The target may make a strength check to attempt to hold onto the item, DC10 + Strength of the wearer of the glove. The shadow falcon is a magical effect, not a creature. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer’s hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears. This can be used 3 times a day, but only once per combat. [Worth: 4,500gp]
Legs: SneakyBritches [legs]: These well-tailored pants are woven from threads of quasi-reality torn from the Plane of Shadow made into Shadowskin. The dark material shimmers and seems to flow and vibrate with thousands of dark fuzzy wisps that remain non-reflective even in the brightest of lights. Because of this very nature, these pants grant the wearer with the ability to Hide in Plain sight, allow Hide and Stealth checks even if you are not actually hiding or using cover. They have also been enchanted with the magical immunity to protect the wearer from all Shadow damage with the elemental immunity spell.
Feet: Boots of Catwalking: These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Body Modifications:
Combat Finger Sleeves (Inkantation)
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Rings: (Up to two active)
1. Ring of Assimilation [Ring]: [Equipped into: Ioun Stone (dark blue rhomboid)] This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
2. Ring of Evasion [Ring]: This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells. [Worth: 6,500gp]
Consumables: (Up to five types, no limit on how much of each type.)
1. Rezz Coin (3)
2. Scroll Case: A scroll case is nearly essential to keep your scrolls handy and unharmed on adventures. One scroll case can hold 5 scrolls. This is a completely separate container that can be added to your loot slots for the scrolls.
- Scroll of Heal All: A scroll of Heal All holds a powerful incantation that when read, heals all allies on the board of 10 hit points. (3/3 Uses Left)
- Scroll of Darksight: A scroll of darksight holds a powerful incantation that, when read, gives all allies darksight for one full quest or mission. (3/3 Uses Left)
- Scroll of Secret Door Detection: You can detect secret doors, compartments, caches and such. You detect the presence or absence in your immediate area, how many and their location. (3/3 Uses Left)
3. Everlasting Feedbag
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Ioun Stone (clear sphere) [Magic Item]: This ioun stone gives you the ability to see through it. The stone still maintains an orbit around your head. If you are affected by blindness, you can still move normally. You can have this stone implanted into your forehead as your head slot, or implant it in the palm of their hand, using it to see around corners while staying in full cover. It is possible to target the Clear Sphere Ioun Stone separately with a blindness effect. [Worth: 4,000gp]
2. Black Salt Rod [Magic Item]: Ink-black salt forms the full length of this 1-inch diameter, foot long rod. It feels rough to the touch and tasting it confirms it indeed is made of salt, although the magic prevents it from dissolving. The black salt rod detects unnatural creatures and protects its bearer from them. If a construct or undead creature comes within 60 feet of the rod's wielder, the rod emits an acrid, briny smell and stains its bearer's hand black (the stain disappears when the creature is not in range, or the rod is dropped). The rod detects disguised, ethereal, hidden, incorporeal and invisible constructs and undead as well as those in plain sight. If the bearer concentrates for a full round, the rod pinpoints the location of the nearest creature and indicates how many are in range. The rod can be used in this way three times a day, each use lasting up to 10 minutes. The rod protects it's bearer from any type of supernatural attacks or effects from an undead that will turn the bearer himself undead, and grants a +2 to any magical saves against an undead's spells or effects. [Worth: 7,000gp]
3. Ioun Stone (dark blue rhomboid) [Magic Item] :If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head. [Worth: 4,000gp]
4. Rope of Climbing: 60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
5.
Mundane (non-magical pack Items)
Mission Information:
+5 Knowledge (Mythily Rolls) - Per Information given by Maria aboard the Bastard on mission to Mythily. (8/17/16)