Post by Citizen Alluvia d'Syr on Aug 11, 2014 19:45:47 GMT -5
Name: Alluvia d'Syr
Kyngfeldan Title: Citizen Ranger
Nickname: Lu
Screen Name: tesarikone / sablediscord
Alignment: Chaotic Neutral
Languages: Common, Arachnian, Feral, Drow, Umbral, Orcish, Runin, Commonsign, Picto
Country of Origin: Firthwood, Kyngfeld
Race: Ananasi (Werespider)
Racial Weakness: Poison
Lilian: Torso of human form, body of spider.
Pithus: A human sized black wolf spider with blonde stripes.
Crawlerling: A swarming mass of wolf spiders of various sizes, none bigger than a man's hand.
Age: 23
Height: 5'4"
Hair: Very Long Black with Dark Blonde Braid on each side
Eyes: Black
Skin Tone: Ivory
Family: Skylar d'Syr, Daughter
Deity: Jaan Ko Herne, Father Wild
Jaan Ko Herne, God of Rangers, Hunting, the Wilderness and Wild Places, Freedom, and Wild Animals (stag, boar, wolf and hawks primarily). He is seen as an imposing figure with a tanned body, scarred from battle. His eyes green as the richest forest and often just wearing a fur cloak and loin cloth, and always seen with horns. When on the hunt he is seen running on swift legs with spear in hand as he is followed by a pack of spectral wolves. Bare feet leave no mark as he brings down his prey through sheer cunning and power. These wolves are the messengers of the Horned Hunter. During the winter months, he takes on an older visage; that of a man in a long fur coat, hair white as snow, a spear being used primarily as a cane with a pair of great stag antlers. He often uses this form to guide and teach. Other minor forms he takes in that of a large black stag with eyes of fire. A feral wolf with eyes clear and deep as emeralds. Or a white boar with eyes of verdant green. He is known as the Horned Hunter, or Father Wild.
Stats
Current Rank: Ruby Shield
Current Dice: 2d80
Current Hit Points: 40+5+5 = 50
Defense DC: 22
Longbow Strike: (Ranger 2)(QCK 12) = +14
Longbow Strike (PB): (Ranger 2)(PBM 2)(QCK 12) = +16
Longbow Damage : (Ranger 3)(PBS/Eagle Eye 4)(QCK 12)(Bow 6) = +25
Melee Strike: (QCK 12) = +12
Melee Damage: (Dex Fighter QCK 12) = +12
Initiative: (QCK 12)(Ponderous -10) = +2
Traits
Strength [0]
Quickness [12]
Endurance [5]
Willpower [5]
Intelligence [0]
Perception [8]
Charisma [1]
Tactics and Talents
Spot: (Alert 5)(PER 8) = +13
Listen: (Alert 5)(PER 8) = +13
Search: (PER 8) = +8
Locate Traps: (Trap Detection 5)(PER 8) = +13
Disable Traps: (QCK 12) = +12
Lockpicking: (QCK 12) = +12
Escape: (QCK 12)(Corset +5) = +17
Acrobatics: (Acrobatic 5)(QCK 12) = +17
Athletics: (END 5) or (STR 0)
Diplomacy: (Pheromones 3)(CHA 1) = +4
Intimidation: (CHA 1) = +1
Bluff: (Pheromones 3)(CHA 1) = +4
Disguise: (CHA 1) = +1
Stealth (Hide, Move Silent): (QCK 12) = +12
Insight: (PER 8) = +8
Handle Animal: (Pheromones 3)(CHA 1) = +4
Ride: (QCK 12) = +12
Swim: (STR 0) or (END 5), (Fear of Water -2) = ??
Appraise: (PER 8) = +8
Gather Info: (CHA 1) = +1
Use Object: (QCK 12) = +12
Save against Disease/Poison: (END 5)(Sickly -2) = +3
Willpower Save: (WLP 5)(Iron Will 3)(IWB 2) = +10
Class / Profession
Primary Class: Combat
Class Bonus: Extra 1d once per combat
Primary Profession: Ranger
Profession Bonus: "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. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Secondary Class: Support
Class Bonus: 2 Free Support Skills
Secondary Profession: Bloodhound
Profession Bonus: "Bloodhound's Mark" A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
Skills
(combat bonus) Extra 1d, 1/combat
(ranger bonus) Silent Tracker: Move in complete silence outdoors, negating any need to "move silent" roll.
(ranger bonus) Low-Light Vision
(ranger bonus) Track: Anything that leaves a trail of any kind including scent.
(racial) Shapeshifting:
Lilian (human/spider hybrid), Pithus (enormous spider), Crawlerling (spider swarm)
(racial) Bestial Fury: Shift into Lilian or Pithus and get +5 DMG
(racial) Alert: +5 Spot / Listen
(teamwork) Coordinated Fire
You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.
(flaw) Dexterous Fighter: Use QCK for melee dmg.
(combat) Combat Affinity
(flavor crystal) Four Eyes, Four Ears: Roll two saves against blind or deafen, take best.
(flavor crystal) Pheromones: +3 to Diplomacy, Bluff or Handle Animal checks.
(flavor crystal) Polyglot: c/umbral, t/goblinoid, a/runin, s/commonsign, e/picto, r/
(crystal) Acrobatic: +5 Acrobatics Checks
(crystal) Sidestep: Evade
(crystal) Blindfight
(crystal) Combat Marksman
(crystal) Point Blank Shot: +4 PB
Close combat Ruby +4, Obsidian +5.
(ranger) Point Blank Master: +2 PB
You now gain a +1 boost to strike when using a ranged weapon in close combat. At Ruby it is +2, and at Obsidian it is +3.
(flavor topaz) Live off the Land
(topaz) Trap Detection: +5 to Search checks for trap detection.
(topaz) Favored Enemy (Corporeal Undead)(Aberrations)(Magical Beasts) +5 DMG
Obsidian choose new.
(topaz) 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 amber) Favored Terrain (Forests)(Ruins)(Mountains - Boots):
+4 Stealth, Spot, Listen, Athletics and Nature. Obsidian choose new.
(amber) Oaken Strength: Double Roll
(amber) Fearless
(amber) Iron Will: +3 at Emerald/+4 at Obsidian.
(support) Healing Shift: 1/day shift and heal all damage
(support) 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 sapphire) Beastspeak
(sapphire) Meteor Shot
You are able, once per combat, to fire an arrow towards an enemy before they even have a chance to notice you are aiming at them. Their Defense DC is 10, and they may not attempt any action such as an evade, reflect, counterattack against the shot as they are completely unprepared. They may use any defenses such as armor.
(sapphire) Swaying Willow: Reflect
(sapphire) Spellbreaker
When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster. You must pass strike, and proceed as a normal attack.
(anniversary) Spirit Strike
(flavor emerald) Shadow Walk
To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
(emerald) Quarry
You are able to choose one particular enemy a day, of the type of your chosen favored enemy, and gain extra bonuses against that enemy. All Favored Enemy bonuses are doubled against that one enemy, and you may choose one attack against that enemy per day to be an automatic critical hit. If this chosen enemy attempts to flee, you may at any time during combat (even if it isn't your turn) attempt to stop them with a free attack.
(emerald) Called Shot
The ranger has learned how to take perfect aim. While aiming the ranger can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects. The ranger must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before strike roll is made. There is a penalty to the Strike Roll depending on the body part you aim for. If you damage the target, the effect causes debilitating conditions and penalties that stay in place until they are healed of at least 5 healing points.
--Arm: The ranger receives a -2 penalty to Strike. If hit, the target now has a penalty of -2 to damage, and any checks made that use the arm such as climb. A creature with more than four arms is immune to this penalty.
--Hand: The ranger receives a -3 penalty to Strike. If hit, the target drops whatever they are holding in that hand, as well as the penalties for striking the Arm mentioned above.
--Eye: The ranger receives a -4 penalty to Strike. If hit, the target is partially blinded, suffering a -2 to Defense DC and any Spot Checks. If both or all of its eyes are hit with Called Shots, the creature is permanently blinded. If the Called Shot also results in a Critical Hit, the arrow pierces the brain and the creature is forced to make an Endurance Check DC15 to save against death from massive damage, regardless of the damage roll (per the DM). A creature with blind-sight is immune to the penalties.
--Gut: No penalty to Strike. If hit, the target is nauseated each round until the arrow is removed and at least 5 damage healed.
--Leg: The ranger receives a -2 penalty to Strike. If hit, the target cannot make any run or charging actions. They gain a -2 penalty to Quickness, and any checks based on Quickness (Jump, Balance, etc) in which they utilize their legs. A creature with more than 4 legs is unaffected.
--Neck: The ranger receives a -3 to Strike. If hit, the target begins to bleed and takes 1d3 non-defensible damage each round until they are healed of at least 5 total points of damage.
--Wing: No penalty to Strike. If hit, this reduces target creature's Quickness by -2. A small or tiny creature hit loses the ability to fly and falls to the ground, a medium sized creature hit twice in the same wing loses the ability to fly and falls to the ground, a large creature must be hit three times in the same wing, a huge creature four, gargantuan five and colossal six times to lose ability to fly and fall, each taking appropriate falling damage per the DM (Seek DM's aid in determining your enemy size).
(emerald) 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.
(flavor ruby) Spiritual Sentinel
Spirits of nature alert you to impending danger when in an outdoor setting. You can never be caught off guard or surprised by enemies while in your favored terrain. This is a constant skill.
(ruby) Eagle Eye
A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
(ruby) Vengeance Strike
A ranger may use this skill once per combat, when an enemy hits an ally with a melee or ranged attack. The ranger can choose to make a single attack against the creature who attacked his ally, even if it is not his turn. Roll Strike, if you hit then proceed with damage normally.
(ruby) Not So Fast
A ranger is able to ascertain the situation before him so quickly at times that he notices when an enemy is about to take an action that may prove detrimental to the outcome of combat. Once per combat, a ranger may shoot an item out of an enemy's hand before they are able to use it. This is ultimately up to the DM, but the types of things that can be shot out of an enemy's hand are wands, potions, traps, engineering schematics, alchemical items and the like. It does not work on weapons or armor.
(bloodhound) Multiple Marks
Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time. This is a constant skill.
Flaws
1. Fear of Water - You take a -2 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked.
2. Ponderous - -10 Init
3. Sickly - -2 against disease and poison
Weapons
Primary Weapon: Fizzwinken's Long-Range Glaciation Battle-Unit [2d10]
This elegant composite longbow [2d10] is carved of rowan and inlaid with silver and gold tracery in a flourishing elven design. Its tips are shod with silver and it's grip is carved of bone. If you are chaotic good, neutral good or chaotic neutral, it adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. The tips of your arrows automatically are covered with a sheen of frost doing cold damage. Inset into the bone riser of the longbow is a small magical compass with four simple glyphs on its face for each of the cardinal directions, and a spinning pointer that always points North. This grants it's user a +2 bonus on any checks required to avoid becoming lost in the wilderness. On the other side of the riser is an indentation that fits an ioun stone.
Ioun Stone: (Pale Lavender Ellipsoid) = Doubles range increment of weapon.
Secondary Weapon: Longsword 1d6
☼ ☼
Spiderkissed
Ranged Weapon: Fizzwinken's Combustive Curvature Assault Unit [2d10]
This enhanced composite longbow [2d10] is of a rich, dark red hue. It retains it's hook and blade, but the upper and lower limbs are now studded with small barbs giving it a fierce look though they merely add to the aesthetics. The fletching and projectile point of arrows used on this bow catch on fire when they are released, doing fire damage. This bow is powerful, and propels its flaming ammunition entirely through living targets with ease, dealing an extra 1d3 damage each time it is used. It also gives a critical on 19-20 and doubles your rank dice damage. If you roll a natural 20 with this weapon, it does three times your rank dice damage. Once per combat, an arrow can be commanded to form that produces webbing that holds a target for 1d3 rounds if they fail a DC15 Acrobatics Save.
Hidden Weapon: Obsidian Shortsword 1d5
Crits at 19-20
Extra Attack Item: Venom Fangs [Weapon] As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage. [Worth: 1500gp]
Defense
Defense: +14 DEF
[Leather Armor 6, Greaves 3, Cloak 5 )
Extra Defense Item:
Alluvia d'Syr
Head:
Face/Eyes: Mask of Blood
Rivulets of blood gush down the flensed face of this red metal mask. The liquid flowing over a mask of blood is normally harmless, but when you activate the mask, you can spit a stream of blood as a ranged attack (range 30 feet). This stream deals 2d5 points of acid damage to the target. You may use this attack up to three times per day. [Worth: 7,000gp]
Neck: Opalescent Amulet
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks).[Worth: 4,000gp]
Torso: Maria's Six-Eyes
This necklace or charm can be used once per week, and allows you to instantly pass any one Spot or Search roll
Body (Armor): Fizzwinken's Arachniad Striding Battle-Shroud +6 DEF
Enchantments: Shifter
Dodge thru Ethereal
Spider Climb
This tough spidersilk and leather +6 DEF/+6 Magical Defense armor is jet black, and embroidered with faintly visible threads of silver in the shape of spider's webs. When the wearer shapeshifts, the armor shifts into the creature and retains it's defense. Once per combat, the wearer can dodge one full attack by going ethereal (unless the attack would hit incorporeal). It can also be used to transport the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the psionic dimension door power. This can be used as a free action during combat to move around the field of battle, but it is not an evade of any sort. This can be used three times a day. The wearer can climb as if the spider climb spell has been cast on her, and it grants immunity to any type of entrapment by web spells or webs.
Cloak/Shoulders: Cloak +7 DEF
Waist: Belt of Equilibrium
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed. [Worth: 8,000gp]
Legs: Leather Greaves +3 DEF
Arms/Wrist: Leather Vambraces +7 DEF Magic & Mundane
Hands:
Feet: Boots of Friendly Terrain
(Ranger with Favored Terrain Skill)
Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain skill. A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him all bonuses for that terrain per the skill.
--Mountains
[Worth: 6,500gp]
Body Modification: Phoenix Tattoo
Instant rezz, no loss of rezz.
Rings: (Up to two active)
1. Iron Will Band +2
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. 5 Pixie Sleep Arrows
Each of these blue arrows can be shot from any type of bow as they grow or shrink to fit the bow they are fired from, they do no damage but if the target fails a DC15 Endurance Save, they fall asleep for one round of combat. You may only use one Sleep Arrow per combat.
2. 1 Red Arrow
Does dmg when shot from a bow, but also induces hatred in the target if they fail a Willpower DC15. Roll to see who in the area (friend or foe both) is the target of the hatred which lasts for 1d3 rounds. If by chance a dear friend or lover is chosen, when the effect fades the victim is racked with guilt and sorrow and has DC10 for one round of combat.
3. Greater Spiderqueen Poison (5/5)
This black paste is magically infused with spider eggs, visible in the paste as tiny clear globules. Within one round of having a blade or weapon pierce the skin, the spider eggs hatch and burst from the wound, dealing extra damage of 4d6 the round after being poisoned. This does 4d6 Dmg
4. Greater Snow Spider Blood (1/1)
This poison is made from the blood of a snow spider, and causes paralysis for 3 rounds. It is a pale icy blue color. 3 Round Paralysis.
5. 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
Magical Pack Items (Up to five magical / wondrous items.)
1. "Fallen Cherub Feather" - This feather from the fallen cherub can be used to incite hatred in one opponent for one round, if they fail a 1d20 Willpower Save (16+ needed to pass) then they will attack another enemy instead of the adventuring group on their next turn. A feather can only be used on one enemy per combat (meaning, if someone else uses it on Bad Guy [HASH]1, you can't use yours on that enemy for that combat.) This can be used once per adventure.
2-Replenishing Skin [Magic Item] This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours. [Worth: 1000gp]
3. Rod of Bugs : This rod looks to be covered with insect and bug exoskeletons and gives you three abilities: 1) Bug Messenger: You may send a bug to a recipient with a message from you.
2) Speak with Bugs: this enables you to speak to bugs, both monstrous and mundane, when needed.
3) Call Swarm: You may call a swarm of bugs of any type to assist you in battle, giving an extra 1d5 DMG once per combat.
4.
5.
Mundane
-- 1 Everlasting Match (gift from Stormy)
-- Bedroll
-- Belt Pouches
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- 1 Cooking Pot
-- 1 Basket
-- Fishnet
-- Fishing Hooks
-- 50 feet fishing string
-- Flint & Steel
-- Grappling Hook
-- Hammock
-- 1 Hip Lantern & Oil Flask
-- 10 Pitons
-- Hammer
-- 1 Day Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
AT HOME
- Fishgutter [Weapon] ☼
This 1d6 scimitar appear in many amphibious and aquatic societies. This weapon allows its wielder to move with ease underwater, needing no special checks in order to fight beneath the waves.
[Worth: 4,000gp]
-Shield Cloak [Cloak]
The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield.
[Worth: 1500gp]
-1 Bottle of Passionfruit Wine! A lovely pink, sweet, lust inducing beverage made from the harvested passionfruits from the Demiplane of Erotikas. One bottle holds enough for 12 glasses of wine. This is like Aura of Lust, it's not going to force someone to do something they would not already consider, but it does make you quite frisky!
-Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.[Worth: 3000gp]
1-
2-
3-
-Amulet of Armor +5 DEF
-Chitin Boots +2 DEF
INFORMATION:
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]
Transferred into it: Gauntlets of Extended Range
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you use a ranged weapon of any kind, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.