Post by jade on Jul 25, 2014 11:37:18 GMT -5
Name:
Jade Grimm Knight
Screen Name: Tales0fbeauty
Font: Constantia
Font Color: Pine
Alignment: neutral evil
Languages: Common, Elven, Draconic, Abyssal
Country of Origin: offworld
Description:
Personality:
Champion
Current Rank: Amber Shield
Current Dice: 2d58
Current Hit Points: 32 (Half Dice = 29, Endurance = 2, Willpower = 1, Diehard = 0)
Defense DC: 13 (10 + Quickness)
INT= +3 ( +3 QCK)
Physical Strike =+8 (+8 STR power strike) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = 0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 (+8 STR+ 3 Vindicator bounus) Dmg + Strength Bonus
Ranged Damage = +3 (QCK) Dmg + Quickness Bonus
Magic Damage =0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 0 + Intelligence Bonus
Save agst Magic = +3 (+1 WLP +2 devoute class bounus) 1d20 roll + Willpower Bonus
-2 to any magical save from an evil aligned creature or person. (bad seed- Flaw)
Tactics
Diplomacy (CHA)= - +12 (+2 CHA +10 Elven Beauty)
Intimidation (STR or CHA)= +8 (+3 STR, +5 Intimidation) or +7 (+2 CHA, +5 intimidation)
Bluff (CHA)= +2 (CHA)
Disguise (CHA) +2 (CHA)
Stealth (QCK)= +3 (+3 QCK)
Insight (PER)= 0
Talents
Alert -
Spot [PER] = +5 (+5 Alert)
Listen [PER]= +5 (+5 Alert)
Athletics [STR or END] -= +13 (+8 STR +5 athletics) or +7 (+2 END +5 Athletics)
Climb [STR or END] -= +13 (+8 STR +5 Athletics) or +7 (+2 END +5 Athletics)
Jump [STR] = +13 (+8 STR +5 Athletics)
Swim [STR or END] +13 (+8 STR +5 Athletics) or +7 (+2 END +5 Atheltics)
Acrobatics [QCK] = +8 (+3 QCK +5 Acrobatics)
Tumble [QCK] = +8 (+3 QCK +5 Acrobatics)
Balance [QCK] = +8 (+3 QCK +5 Acrobatics)
Gather Info [CHA] = +2 (+2 CHA)
Knowledge [INT] = (Monster Lore)= +15 (+5 Breadth of Experience +10 Do you know your enemy?)
(General) = +5 (+5 Breadth of eexperience
Ride [QCK] = +8 (+3 QCK+ 5 Animal Affinity)
Handle Animal [CHA] = +2 (+2 CHA)
Nature [INT] = 0
Use Object [QCK]= +3 (+3 QCK)
Traits
Strength [8]
Quickness [3]
Endurance [2]
Willpower [1]
Intelligence [0]
Perception [0]
Charisma [2]
Primary 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.
Primary Profession:
Vindicator
Profession 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.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Half-elf/Half-Demon
Racial Weakness (if applicable): Holy 1.5 dmg
Racial Skills: Celestial Heritage, Elven Beauty, Evlen Accuracy
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Immunity to sleep (crystal)
2. Alert (crystal)
3. Animal Affinity (Crystal)
4. Athletic (crystal)
5. Acrobatic (crystal)
6. Self-healing (topaz)
7. Faith healing (topaz)
8. Do you know your enemy? (vindicator)
9. Armour Mastery (topaz)
10. Power Attack (flaw)
11. Oath of annihilation (anniversary free skill)
12. Magical Affinity (amber)
13. Blade of Zeal (amber)
14. Sacred conduit (amber)
Flavor 1: Shadow Walk
Flavor 2: Shapeshifting
Flavor 3: Breadth of Experience
Flavor 4: Polylingual
Flavor 5: Intimidation
Flaw 1: Bad Seed
Flaw 2: Code of Honor
Flaw 3: Love of Nature
Any bonus skills for class? (Such as Healing Affinity for being a Cleric, etc)
Weapons with dice effects / enchantments:
Primary Weapon:
17. Mournsky [Weapon] ☼ ☼ ☼ ☼ ☼
(Magical Affinity Focus)
This beautiful bastard sword (1d6) has a black blade that twinkles like the night sky with a hilt made from bones of death knights. The hilt is designed to represent the horns tipped with violet gems branching out from a demonic face with a great open maw within which is a dark hallow. Runin runes are set into the pommel in golden script that repeat a single word “Mourn”. To anyone without Magical Affinity, this weapon functions only as a bastard sword with none of the following benefits. When a rightful wielder (someone with magical affinity) comes near or touches Mournsky the world darkens and no matter the time of day or intervening barriers for a moment you can see the night sky and you witness a shooting star falling down like a single tear drop. Mournsky cannot do damage to its owner and will even try to leap from the hand of someone attempting to use it against its owner. The owner of Mournsky can, if the weapon would kill an opponent with it's attack, choose to withhold that damage and instead leave a vicious unhealable scar, permanently blind her (or only take one eye), or remove an appendage, which leaves your opponent at 1 point above their max hp (such as 39/40). Mournsky also grants it's bearer darkvision, if they already have it, ranged is doubled. Mournsky is also considered to be a "Lightning" and "Auran" weapon.
[Worth: 15,500gp]
Secondary Weapon: Dagger 1d4
Ranged Weapon: Fizzwinken's Combative Shielding Toxic Piercer
(2d5)
This unique (2d5) longbow's upper and lower limbs have small barbs that glow with a soft blue light, reminiscent of a bandersnatch's quilled body. It is decorated with feathers and dried seeds. Once per combat, if you hit a target and they take damage, you may cause them to be Sickened (-4 to all rolls) until they receive a cure poison if they fail their DC15 Endurance Roll. When this bow is being used, it protects all allies from archers within a 30 foot area for the first 1d3 rounds of combat.
Hidden Weapon: Dagger 1d4
Extra Attack Item:
Extra Defense Item: Mithril Shield +2 def
Head: Such as headband, hat, helmet, circlet, crown.
Face: -Skull Mask [Face]
This simple leather mask depicts an earless featureless creature. When worn, it melds into its wearer’s face and vanishes, leaving the wearer’s face just as it looked before. Three times per day (but no more than once per combat), the wearer can command the mask to appear to retract the wearer’s skin, revealing an illusion of the wearer’s glistening skull and musculature. Creatures within sight of the wearer must succeed at a DC15 Willpower save or become frightened (if the target is equal or lesser rank than the wearer) or shaken (if the target is higher ranked than the wearer) for 1d4 rounds. This is a mind-affecting fear effect. Anyone who can see through illusions (such as by true seeing) is unaffected. Shaken gives -1 to all rolls, Frightened -2 to all rolls.
[Worth: ]
Neck: Gallows Rope [Neck]
This grisly, knotted rope is tied into a noose, and at first glance appears to be nothing more than a gruesome memento of a hanging. Once per day, while the noose is worn tightly around the neck, if the wearer takes enough damage to die, he gains an instant 5 point healing surge. If those 5 points bring him above the allotted hit points, he does not die.
[Worth: 4,000gp]
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor):Blood Red Banded Mail (Heavy) +32 DEF
Ethereal 6,000gp | 1,500gp | 12CP
☼ ☼
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Frightful 3,000gp | 750gp | 6CP
☼ ☼
This enchantment can be placed on one's armor, shield or buckler. Once per combat, you may use the Frightful enchantment to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
Move Silent 2,000gp | 500gp | 4CP
☼
This armor is well oiled, and even magically enhanced if you so desire causing it to make little to no noise and even dampens the sound around it, giving you a bonus to Stealth/Move Silent checks by +3.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.
2.
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. 2 Doses of "Bandersnatch Quill Poison" - Each dose of quill poison can be placed on a weapon (you can place 1, 2 or 3 doses on in one turn - or before combat). Each dose affects one target. The target must make a DC15 Endurance Roll or suffer from the Sickened combat effect (-4 to ALL rolls) until they receive a Cure Poison.
2.
3.
4.
5.
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 1,786 (looks in early 20's)
Hair: Raven black
Eyes: Emereald
Height: 5'9"
Weight: 130 lbs
Love: Viper
Clan: Knight
Profession: Grimm Reaper
Demon Type: Pleasure Demon
Elven Type: Draconic Elf
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)
Jade Grimm Knight
Screen Name: Tales0fbeauty
Font: Constantia
Font Color: Pine
Alignment: neutral evil
Languages: Common, Elven, Draconic, Abyssal
Country of Origin: offworld
Description:
Personality:
Champion
Current Rank: Amber Shield
Current Dice: 2d58
Current Hit Points: 32 (Half Dice = 29, Endurance = 2, Willpower = 1, Diehard = 0)
Defense DC: 13 (10 + Quickness)
INT= +3 ( +3 QCK)
Physical Strike =+8 (+8 STR power strike) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = 0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 (+8 STR+ 3 Vindicator bounus) Dmg + Strength Bonus
Ranged Damage = +3 (QCK) Dmg + Quickness Bonus
Magic Damage =0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 0 + Intelligence Bonus
Save agst Magic = +3 (+1 WLP +2 devoute class bounus) 1d20 roll + Willpower Bonus
-2 to any magical save from an evil aligned creature or person. (bad seed- Flaw)
Tactics
Diplomacy (CHA)= - +12 (+2 CHA +10 Elven Beauty)
Intimidation (STR or CHA)= +8 (+3 STR, +5 Intimidation) or +7 (+2 CHA, +5 intimidation)
Bluff (CHA)= +2 (CHA)
Disguise (CHA) +2 (CHA)
Stealth (QCK)= +3 (+3 QCK)
Insight (PER)= 0
Talents
Alert -
Spot [PER] = +5 (+5 Alert)
Listen [PER]= +5 (+5 Alert)
Athletics [STR or END] -= +13 (+8 STR +5 athletics) or +7 (+2 END +5 Athletics)
Climb [STR or END] -= +13 (+8 STR +5 Athletics) or +7 (+2 END +5 Athletics)
Jump [STR] = +13 (+8 STR +5 Athletics)
Swim [STR or END] +13 (+8 STR +5 Athletics) or +7 (+2 END +5 Atheltics)
Acrobatics [QCK] = +8 (+3 QCK +5 Acrobatics)
Tumble [QCK] = +8 (+3 QCK +5 Acrobatics)
Balance [QCK] = +8 (+3 QCK +5 Acrobatics)
Gather Info [CHA] = +2 (+2 CHA)
Knowledge [INT] = (Monster Lore)= +15 (+5 Breadth of Experience +10 Do you know your enemy?)
(General) = +5 (+5 Breadth of eexperience
Ride [QCK] = +8 (+3 QCK+ 5 Animal Affinity)
Handle Animal [CHA] = +2 (+2 CHA)
Nature [INT] = 0
Use Object [QCK]= +3 (+3 QCK)
Traits
Strength [8]
Quickness [3]
Endurance [2]
Willpower [1]
Intelligence [0]
Perception [0]
Charisma [2]
Primary 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.
Primary Profession:
Vindicator
Profession 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.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Half-elf/Half-Demon
Racial Weakness (if applicable): Holy 1.5 dmg
Racial Skills: Celestial Heritage, Elven Beauty, Evlen Accuracy
Chosen Skills (5 to start, 3 more each gemstone rank)
1. Immunity to sleep (crystal)
2. Alert (crystal)
3. Animal Affinity (Crystal)
4. Athletic (crystal)
5. Acrobatic (crystal)
6. Self-healing (topaz)
7. Faith healing (topaz)
8. Do you know your enemy? (vindicator)
9. Armour Mastery (topaz)
10. Power Attack (flaw)
11. Oath of annihilation (anniversary free skill)
12. Magical Affinity (amber)
13. Blade of Zeal (amber)
14. Sacred conduit (amber)
Flavor 1: Shadow Walk
Flavor 2: Shapeshifting
Flavor 3: Breadth of Experience
Flavor 4: Polylingual
Flavor 5: Intimidation
Flaw 1: Bad Seed
Flaw 2: Code of Honor
Flaw 3: Love of Nature
Any bonus skills for class? (Such as Healing Affinity for being a Cleric, etc)
Weapons with dice effects / enchantments:
Primary Weapon:
17. Mournsky [Weapon] ☼ ☼ ☼ ☼ ☼
(Magical Affinity Focus)
This beautiful bastard sword (1d6) has a black blade that twinkles like the night sky with a hilt made from bones of death knights. The hilt is designed to represent the horns tipped with violet gems branching out from a demonic face with a great open maw within which is a dark hallow. Runin runes are set into the pommel in golden script that repeat a single word “Mourn”. To anyone without Magical Affinity, this weapon functions only as a bastard sword with none of the following benefits. When a rightful wielder (someone with magical affinity) comes near or touches Mournsky the world darkens and no matter the time of day or intervening barriers for a moment you can see the night sky and you witness a shooting star falling down like a single tear drop. Mournsky cannot do damage to its owner and will even try to leap from the hand of someone attempting to use it against its owner. The owner of Mournsky can, if the weapon would kill an opponent with it's attack, choose to withhold that damage and instead leave a vicious unhealable scar, permanently blind her (or only take one eye), or remove an appendage, which leaves your opponent at 1 point above their max hp (such as 39/40). Mournsky also grants it's bearer darkvision, if they already have it, ranged is doubled. Mournsky is also considered to be a "Lightning" and "Auran" weapon.
[Worth: 15,500gp]
Secondary Weapon: Dagger 1d4
Ranged Weapon: Fizzwinken's Combative Shielding Toxic Piercer
(2d5)
This unique (2d5) longbow's upper and lower limbs have small barbs that glow with a soft blue light, reminiscent of a bandersnatch's quilled body. It is decorated with feathers and dried seeds. Once per combat, if you hit a target and they take damage, you may cause them to be Sickened (-4 to all rolls) until they receive a cure poison if they fail their DC15 Endurance Roll. When this bow is being used, it protects all allies from archers within a 30 foot area for the first 1d3 rounds of combat.
Hidden Weapon: Dagger 1d4
Extra Attack Item:
Extra Defense Item: Mithril Shield +2 def
Head: Such as headband, hat, helmet, circlet, crown.
Face: -Skull Mask [Face]
This simple leather mask depicts an earless featureless creature. When worn, it melds into its wearer’s face and vanishes, leaving the wearer’s face just as it looked before. Three times per day (but no more than once per combat), the wearer can command the mask to appear to retract the wearer’s skin, revealing an illusion of the wearer’s glistening skull and musculature. Creatures within sight of the wearer must succeed at a DC15 Willpower save or become frightened (if the target is equal or lesser rank than the wearer) or shaken (if the target is higher ranked than the wearer) for 1d4 rounds. This is a mind-affecting fear effect. Anyone who can see through illusions (such as by true seeing) is unaffected. Shaken gives -1 to all rolls, Frightened -2 to all rolls.
[Worth: ]
Neck: Gallows Rope [Neck]
This grisly, knotted rope is tied into a noose, and at first glance appears to be nothing more than a gruesome memento of a hanging. Once per day, while the noose is worn tightly around the neck, if the wearer takes enough damage to die, he gains an instant 5 point healing surge. If those 5 points bring him above the allotted hit points, he does not die.
[Worth: 4,000gp]
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor):Blood Red Banded Mail (Heavy) +32 DEF
Ethereal 6,000gp | 1,500gp | 12CP
☼ ☼
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Frightful 3,000gp | 750gp | 6CP
☼ ☼
This enchantment can be placed on one's armor, shield or buckler. Once per combat, you may use the Frightful enchantment to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
Move Silent 2,000gp | 500gp | 4CP
☼
This armor is well oiled, and even magically enhanced if you so desire causing it to make little to no noise and even dampens the sound around it, giving you a bonus to Stealth/Move Silent checks by +3.
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.
2.
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. 2 Doses of "Bandersnatch Quill Poison" - Each dose of quill poison can be placed on a weapon (you can place 1, 2 or 3 doses on in one turn - or before combat). Each dose affects one target. The target must make a DC15 Endurance Roll or suffer from the Sickened combat effect (-4 to ALL rolls) until they receive a Cure Poison.
2.
3.
4.
5.
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Age: 1,786 (looks in early 20's)
Hair: Raven black
Eyes: Emereald
Height: 5'9"
Weight: 130 lbs
Love: Viper
Clan: Knight
Profession: Grimm Reaper
Demon Type: Pleasure Demon
Elven Type: Draconic Elf
Spells: (If you are a magic class, or have magical affinity, list your spells here once they've been approved.)