Post by pherience on Aug 11, 2014 15:23:03 GMT -5
Name: Pherience Heartshimmer
Screen Name: Tales0fBeauty/ WarSwornFaerie
Font: Constantia
Font Color: Magenta
Alignment: Lawful good
Languages: Common, Skeggan, Sylvan
Country of Origin: Nordur, Skegg Islands
Description:
Personality: Champion
Current Rank: Sapphire Marshal
Current Dice: 2d66
Current Hit Points: 33 (Half Dice = 33, Endurance = 0, Willpower = 0, Diehard = 0)
Defense DC: 20 (10 + Quickness)
INT Roll= +20 (10 Lightning Int +10 QCK)
Physical Strike = +11 (11 STR (power attack) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = 0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = Dmg + 11 Strength Bonus
Tiny (Windling, Faerie) +11 (+11 STR +0)
Small (Gnome, Halfling, Faerie Dragon) +12 (+11 STR, +1)
Medium (Almost all races in OH) +13 (+11 STR, +2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +14 (+11 STR, +3)
Huge (Some Dragons, Triceratops) +15 (+11 STR, +4)
Gargantuan (Most Dragons, Kraken) +16 (+11 STR, +5)
Colossal (Elder Titan, Stone Colossus) +17 (+11 STR, +6)
Titanic (Anything bigger than Colossal) +18 (+11 STR, +7)
Ranged Damage = +10 (10 QCK) Dmg + Quickness Bonus
Tiny (Windling, Faerie) +10 (+10 QCK)
Small (Gnome, Halfling, Faerie Dragon) +11 (8 QCK +1)
Medium (Almost all races in OH) +12 (8 QCK + 2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +13 (8 QCK +3)
Huge (Some Dragons, Triceratops) +14 (10 QCK +4)
Gargantuan (Most Dragons, Kraken) +15 (10 QCK +5)
Colossal (Elder Titan, Stone Colossus) +16 (10 QCK +6)
Titanic (Anything bigger than Colossal) +17 (10 QCK +7)
Magic Damage = 0 Dmg + Intelligence Bonus
Add to Spell's DC 0 (Mages)= + Intelligence Bonus
Save agst Magic = +4 (2 devoute bonus, +2 Iron will) 1d20 roll + Willpower Bonus
Traits
Strength [11]
Quickness [10]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Tactics
Diplomacy (CHA)= +5 (5 Alluring Tongue)
Intimidation (STR or CHA) =+11 (STR) or +0
Bluff (CHA)= +0
Disguise= +0
Stealth (QCK) = +10 (10 QCK)
Insight (PER)= +0
Talents
Alert
Spot [PER] = +5 (5 Alert)
Listen [PER]= +5 (5 Alert)
Athletics [STR or END] = +16 (+11 STR, +5 athletics) or +0
Climb [STR or END] =+16 (+11 STR, +5 athletics) or +0
Jump [STR] =+16 (+11 STR, +5 athletics)
Swim [STR or END] =+16 (+11 STR, +5 athletics) or +0
Acrobatics [QCK] = +15 (10 QCK + 5 Acrobatics)
Tumble [QCK] = +15 (10 QCK + 5 Acrobatics)
Balance [QCK] = +15 (10 QCK + 5 Acrobatics)
Gather Info [CHA]= +0
Knowledge [INT] = +5 (5 Breadth of experience)
(Monster lore) +10 (+10 do you know your enemy?)
Ride [QCK]= +15 (10 QCK)
Handle Animal [CHA] = +0
Nature [INT] = +0
Use Object [QCK]= +10 (10 QCK)
Primary Class:
Devoute
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: Paladin
Profession Bonus: Bonus - "Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity, Combat Affinity
Secondary Class: Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession:
Profession Bonus:
Race: Moon Faerie
Racial Weakness (if applicable): Cold Iron (2x damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Fae Flicker
Racial Skill: Shrink
Racial Skill: Magical Affinity
Class skill: Rezz the Dead
Class Skill: Combat Affinity
Class Skill: Healing Affinity
1. Acrobatic +5 acrobatics (Crystal)
2. Alert +5 Spot and listen checks (Crystal)
3. Dive Attack (Crystal)
4. Side Step (evade) (Crystal)
5. Fearless (Crystal)
6. Colossus Hunter (Flaw)
7. Power Attack (Topaz)
8. Divine Health (Topaz)
9. Choosen One (Topaz)
10. Flyby attack (anniversary free slot)
11. Athletics (Amber)
12. Paladins Hand (Amber)
13. Divne Healing surge (Amber)
14. Celestial Smite (Sapphire)
15. Divine Ruination- two targets same damage
16. Sacred Conduit- double roll
17. Sacred Whisper- evade
18. The heavens smile- extra 1d to weapon damage only
19. Iron will (support bonus)
20 Improved Iron will (support bonus)
Flavor 1: Lightning Intiative +10 quick (Crystal)
Flavor 2: Breadth of experience +5 Knowledge Check (crystal)
Flavor 3: Alluring Tongue +5 Diplomacy (Crystal)
Flavor 4: Sacred Touch- Stabalize dying creature to 1 hp 9/10. (topaz)
Flavor 5: Do you know your enemy? (Amber)
Flavor 6: Shapeshifting (Sapphire)
Flaws
Flaw 1: Code of Honor
Flaw 2: Curiosity
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Longbow 2d3
Secondary Weapon: Fizzwinken's Seraphic Utility Slashing Apparatus
(1d4)
This golden longsword's [1d4] hilt is bejeweled with diamonds and sapphires and has beautiful script carved into the blade written in celestial, and grants it's bearer fluency in the Celestial tongue, also allowing the bearer to detect evil at will, if she is of a good alignment. The bearer also gains a +5 Bonus on Knowledge (Planes) Checks, and all spells she casts gain a +1 to their Spell DC. Against evil-aligned creatures only, the bearer gains a +1 to their Defense DC.
Ranged Weapon: Longbow 2d3
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Mithril Shield +2
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Heavy Battle Plate Astrail Driftmetal (15,000gp) [+35] magic/mundane DEF 17, 500 gp (free Paladin)
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet: Fizzwinken's Detecting Boreal Knavish Mukluks
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. They have a built in small dagger in the heel that pops out when it is stepped on in just the right way, that does 1d4 dmg (1d2 Tiny). The boots also help to find secret doors once per day, and allows your locate traps roll to be boosted by +3.
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.
Healing potion (10 hp)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Trick Coin [Magic Item]
This normal-looking silver coin responses positively to the call of it's owner of "heads" or "tails". The coin lands to show whichever side would let the owner win the toss. A trick coin takes 24 hours to attune to a new owner.
[Worth: 500gp]
2. Tan Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple commands, if ordered into combat follow the rules for Animal Companions to determine it's hp and dice. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Grizzly Bear
2 - Lion
3 - Heavy Horse
4 - Tiger
5 - Rhinoceros
[Worth: 4500gp]
3. Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
4.
5.
Mundane (non-magical pack Items
Quilted Armor +5 DEF
Longsword (1d4 tiny/1d6 normal)
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: 100 years old
Rank: Crystal Adept
Dice: 2d32
XP: 30
GP: 3,000
Reputation: 5
Rezzes: 5/5
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: Tales0fBeauty/ WarSwornFaerie
Font: Constantia
Font Color: Magenta
Alignment: Lawful good
Languages: Common, Skeggan, Sylvan
Country of Origin: Nordur, Skegg Islands
Description:
Personality: Champion
Current Rank: Sapphire Marshal
Current Dice: 2d66
Current Hit Points: 33 (Half Dice = 33, Endurance = 0, Willpower = 0, Diehard = 0)
Defense DC: 20 (10 + Quickness)
INT Roll= +20 (10 Lightning Int +10 QCK)
Physical Strike = +11 (11 STR (power attack) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = 0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = Dmg + 11 Strength Bonus
Tiny (Windling, Faerie) +11 (+11 STR +0)
Small (Gnome, Halfling, Faerie Dragon) +12 (+11 STR, +1)
Medium (Almost all races in OH) +13 (+11 STR, +2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +14 (+11 STR, +3)
Huge (Some Dragons, Triceratops) +15 (+11 STR, +4)
Gargantuan (Most Dragons, Kraken) +16 (+11 STR, +5)
Colossal (Elder Titan, Stone Colossus) +17 (+11 STR, +6)
Titanic (Anything bigger than Colossal) +18 (+11 STR, +7)
Ranged Damage = +10 (10 QCK) Dmg + Quickness Bonus
Tiny (Windling, Faerie) +10 (+10 QCK)
Small (Gnome, Halfling, Faerie Dragon) +11 (8 QCK +1)
Medium (Almost all races in OH) +12 (8 QCK + 2)
Large (Giantkin, Giants, Obsidiman, Dire Animals) +13 (8 QCK +3)
Huge (Some Dragons, Triceratops) +14 (10 QCK +4)
Gargantuan (Most Dragons, Kraken) +15 (10 QCK +5)
Colossal (Elder Titan, Stone Colossus) +16 (10 QCK +6)
Titanic (Anything bigger than Colossal) +17 (10 QCK +7)
Magic Damage = 0 Dmg + Intelligence Bonus
Add to Spell's DC 0 (Mages)= + Intelligence Bonus
Save agst Magic = +4 (2 devoute bonus, +2 Iron will) 1d20 roll + Willpower Bonus
Traits
Strength [11]
Quickness [10]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Tactics
Diplomacy (CHA)= +5 (5 Alluring Tongue)
Intimidation (STR or CHA) =+11 (STR) or +0
Bluff (CHA)= +0
Disguise= +0
Stealth (QCK) = +10 (10 QCK)
Insight (PER)= +0
Talents
Alert
Spot [PER] = +5 (5 Alert)
Listen [PER]= +5 (5 Alert)
Athletics [STR or END] = +16 (+11 STR, +5 athletics) or +0
Climb [STR or END] =+16 (+11 STR, +5 athletics) or +0
Jump [STR] =+16 (+11 STR, +5 athletics)
Swim [STR or END] =+16 (+11 STR, +5 athletics) or +0
Acrobatics [QCK] = +15 (10 QCK + 5 Acrobatics)
Tumble [QCK] = +15 (10 QCK + 5 Acrobatics)
Balance [QCK] = +15 (10 QCK + 5 Acrobatics)
Gather Info [CHA]= +0
Knowledge [INT] = +5 (5 Breadth of experience)
(Monster lore) +10 (+10 do you know your enemy?)
Ride [QCK]= +15 (10 QCK)
Handle Animal [CHA] = +0
Nature [INT] = +0
Use Object [QCK]= +10 (10 QCK)
Primary Class:
Devoute
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: Paladin
Profession Bonus: Bonus - "Blessed Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity, Combat Affinity
Secondary Class: Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession:
Profession Bonus:
Race: Moon Faerie
Racial Weakness (if applicable): Cold Iron (2x damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Fae Flicker
Racial Skill: Shrink
Racial Skill: Magical Affinity
Class skill: Rezz the Dead
Class Skill: Combat Affinity
Class Skill: Healing Affinity
1. Acrobatic +5 acrobatics (Crystal)
2. Alert +5 Spot and listen checks (Crystal)
3. Dive Attack (Crystal)
4. Side Step (evade) (Crystal)
5. Fearless (Crystal)
6. Colossus Hunter (Flaw)
7. Power Attack (Topaz)
8. Divine Health (Topaz)
9. Choosen One (Topaz)
10. Flyby attack (anniversary free slot)
11. Athletics (Amber)
12. Paladins Hand (Amber)
13. Divne Healing surge (Amber)
14. Celestial Smite (Sapphire)
15. Divine Ruination- two targets same damage
16. Sacred Conduit- double roll
17. Sacred Whisper- evade
18. The heavens smile- extra 1d to weapon damage only
19. Iron will (support bonus)
20 Improved Iron will (support bonus)
Flavor 1: Lightning Intiative +10 quick (Crystal)
Flavor 2: Breadth of experience +5 Knowledge Check (crystal)
Flavor 3: Alluring Tongue +5 Diplomacy (Crystal)
Flavor 4: Sacred Touch- Stabalize dying creature to 1 hp 9/10. (topaz)
Flavor 5: Do you know your enemy? (Amber)
Flavor 6: Shapeshifting (Sapphire)
Flaws
Flaw 1: Code of Honor
Flaw 2: Curiosity
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Longbow 2d3
Secondary Weapon: Fizzwinken's Seraphic Utility Slashing Apparatus
(1d4)
This golden longsword's [1d4] hilt is bejeweled with diamonds and sapphires and has beautiful script carved into the blade written in celestial, and grants it's bearer fluency in the Celestial tongue, also allowing the bearer to detect evil at will, if she is of a good alignment. The bearer also gains a +5 Bonus on Knowledge (Planes) Checks, and all spells she casts gain a +1 to their Spell DC. Against evil-aligned creatures only, the bearer gains a +1 to their Defense DC.
Ranged Weapon: Longbow 2d3
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Mithril Shield +2
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Heavy Battle Plate Astrail Driftmetal (15,000gp) [+35] magic/mundane DEF 17, 500 gp (free Paladin)
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet: Fizzwinken's Detecting Boreal Knavish Mukluks
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. They have a built in small dagger in the heel that pops out when it is stepped on in just the right way, that does 1d4 dmg (1d2 Tiny). The boots also help to find secret doors once per day, and allows your locate traps roll to be boosted by +3.
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.
Healing potion (10 hp)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Trick Coin [Magic Item]
This normal-looking silver coin responses positively to the call of it's owner of "heads" or "tails". The coin lands to show whichever side would let the owner win the toss. A trick coin takes 24 hours to attune to a new owner.
[Worth: 500gp]
2. Tan Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple commands, if ordered into combat follow the rules for Animal Companions to determine it's hp and dice. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Grizzly Bear
2 - Lion
3 - Heavy Horse
4 - Tiger
5 - Rhinoceros
[Worth: 4500gp]
3. Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
4.
5.
Mundane (non-magical pack Items
Quilted Armor +5 DEF
Longsword (1d4 tiny/1d6 normal)
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: 100 years old
Rank: Crystal Adept
Dice: 2d32
XP: 30
GP: 3,000
Reputation: 5
Rezzes: 5/5
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)