Post by Head Moderator on Sept 30, 2014 16:56:52 GMT -5
Name: Miakodah Greenthorn
Nickname: Mia
Screen Name: tesarikone
Font, Color: TNR Green
Alignment: Neutral
Languages: Common, Arborian, Elven, Sylvan, Druidic
Country of Origin: Born on Edge of the Scarred Lands, but all nature is her home.
Race: Wilden
Racial Weakness: Cold Iron
Age: Young, in the Spring of her life.
Height: 5'7"
Hair: Rose Petal Red
Eyes: Deep Green
Skin Tone: Pale
Description: Mia is a plantlike fey creature with hardwood bones, supple skin resembling bark in some places trailing with tendrils of greenery and leaves. Being in the spring of her life, she is normally in green leaves, and blooming flowers, filled with life and vigor.
Background: Born of Ruin- You were born in a place defiled, the Scarred Lands. She simply emerged from the dying plant life at the edges of the defilement. She hopes to return there and purge that place of its corruption when her power is great enough. Perhaps there is no hope for it, if that is true then she will strive only to prevent such a catastrophe from occurring elsewhere.
She has awakened to find that much of the land of her forebears has been destroyed and turned to ash, now called "The Scarred Lands". Wilden awaken when they are needed and now that she is here it is on her and many others to do what can be done to meet the threat, and keep it from spreading any further. She especially has a hatred for the aberrant monsters of the world. She has three aspects: Ancient, Destroyer and Hunter. In the ancient aspect, she is a keeper of ancient secrets, a steward of the land with the desire to preserve it from those that would defile it. As the destroyer, she is nature's fury incarnate; the destruction of hurricanes, tornados and lightning strikes. As the hunter, she seeks out and eradicates aberrant corruption.
Personality: Wilden are not individuals, they are part of the greater whole and therefore do not refer to themselves as "I" but rather as "we". She is new to this world and has not been tainted by grudges or dislikes of other races and is open to learning about all cultures and all races, just alike. Her personality shifts slightly when in different aspects. As the ancient, she is quiet and thoughtful. As the destroyer, she is aggressively savage and violent; and as the hunter she is withdrawn and secretive.
Deity: Melikki, the Green Queen
Stats
Current Rank: Sapphire Champion
Current Dice: 2d64
Current Hit Points: 33
Defense DC: 17
Defense DC w/ Wild Guardian: (Scarred Lands): 18
Magic Strike: (INT 9) = +9
Magic Damage: (INT 9) = +9
Longbow Strike: (QCK 7) = +7
Longbow Damage: (QCK 7) = +7
Melee Strike: (QCK 7) = +7
Melee Damage: (INT 9) = +9
Initiative: (QCK 7) = +7
Healing: 14 points
Traits
Strength [0]
Quickness [7]
Endurance [0]
Willpower [2]
Intelligence [9]
Perception [3]
Charisma [0]
Tactics and Talents
Tactics
Diplomacy: (CHA 0) (Aloof -2) = -2
Intimidation: (CHA 0)(Aloof -2) = -2
Bluff: (CHA 0)(Aloof -2) = -2
Disguise: (CHA 0)(Aloof -2)(Distinctive -2) = -4
Stealth (Hide, Move Silent): (QCK 7)(Stealth 5) = +12
Insight: (PER 3) = +3
Talents
ALERT
Spot: (PER 3) = +3
Listen: (PER 3) = +3
Search: (PER 3) = +3
ATHLETICS
Climb: (STR 0) or (END 0)(Bracers of Brachiation 8) = +??
Jump: (STR 0) = +0
Swim: (STR 0) or (END 0) = +0
ACROBATICS (Acrobatics 5)(QCK 7) = +12
Tumble: (Acrobatics 5)(QCK 7) = +12
Balance: (Acro 5)(QCK 7) = +12
ROGUE
Escape: (QCK 7) = +7
Stealth: (QCK 7)(Stealth 5) = +12
Appraise: (PER 3) = +3
Knowledge: (Nature, Geography, Region: Scarred Lands)(INT 9)(Knowledge 10) = +19
Handle Animal: (CHA 0)(Aloof -2) = -2
Ride: (QCK 7) = +7
Gather Info: (CHA 0)(Aloof -2) = -2
Use Object: (QCK 7) = +7
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 2)(Iron Will 2) = +4
Save against Magic Spells: (WLP 2)(Iron Will 2)(Holy Symbol 2) = +6
Wild Spirit: SCARRED LANDS
+4 to all Perception Based Checks
Blindsense 30feet
Class / Profession
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: Druid
Profession Bonus: "Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Class Moderator. You also gain the language, Druidic, for free.
Secondary Class: Combat
Class Bonus: Extra 1d, 1/combat
Skills
(devout bonus) "Holy Symbol" (Mistletoe): +2 to Saves Agst Spells
(druid bonus) "Shapeshifting"
(druid bonus) "Totem Weapon"
(racial) Stealth: +5
(racial) Aspect of Nature At the start of each day, a wilden chooses to embody one aspect of nature from the following three types: The Ancient, The Destroyer, or The Hunter. This triggers a change in the form of the wilden, up to the player. Once you have chosen an aspect that day, you CANNOT change it for 24 hours.
The Ancient: After an attack, you vanish and appear 30 feet away, causing your target to be unable to counterattack you in any way, once per combat.(racial) Wild Attunement: Healing Doubled (1-Scarred Lands)
Change: Eyes and Leaves of White.
The Destroyer: Upon a successful attack, once per combat, you not only do damage to your opponent but you daze them for one round only.
Change: Jagged spurs, and eyes go black.
The Hunter: If a target attempts to run, you get an attack against that target regardless if it is your turn on the scoreboard, once per combat.
Change: Camouflaged in greens and browns, eyes emerald.
(flaw) Acrobatics: +5
(druid) Magical Affinity
(druid) Healing Affinity 18 Points
(flavor crystal) Wild Spirit: +4 to any checks that require Perception (Search, Insight, Spot, Listen, etc) as well as gain blindsense out to 30 feet in your chosen terrain (1-Scarred Lands)
(flavor crystal) I Remember This One!
(flavor crystal) Knowledge: +10 (Nature, Geography, Region: Scarred Lands, x)
(crystal) Sidestep: Evade
(crystal) Animal Companion
(crystal) Alchemy
(crystal) Natural Spell: Cast spells while shifted.
(crystal) Rezz the Dead
(flavor topaz) Polylingual
(topaz) Wild Guardian: +1 to DDC in terrain (1-Scarred Lands)
(topaz) Rebirth: 1/week rezzed, full health, no penalty, no loss of rezz.
(topaz) Animal Training: 2 Essential per gemstone
(flavor amber) Commune with Nature
(amber) Mother Earth's Hand: Evade for self or other
(amber) Savage Blessing +2 Strike 1/combat
(amber) Briarweb Lose Turn - 2 rounds
(combat) Combat Affinity
(flavor sapphire) Eyes of the Storm (25ft): See 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet per gemstone.
(sapphire) Iron Will +2 WLP Checks
(sapphire) Animal Friend Gives the ability to charm any mundane animal, no matter how enraged the animal may be, without need for any roll making the animal the caster's friend for one mun hour.
(sapphire) Blindfight
Flaws
1. Aloof: Your manner is cold and unapproachable, distancing you from friends and strangers alike. Your preternatural intelligence lends itself to viewing others as slow-witted and a waste of your precious time.
Penalty: -2 on all Charisma based checks.
2. Distinctive: You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
3. Divine Gestures: Penalty: Your spells fail when you are wearing anything but light armor.
Weapons
Primary Weapon: Totem Bardiche 2d8
Totem Animal: Giant Bee
Totem Ability: Use INT for DMG
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Defense
Defense: +20 DEF / +18 DEF (Magical)
(Armor of the Autumn Leaf 15)(Amulet of Armor 5)
:: Evade
:: Magically Warded +13 DEF
Item Slots
Head: Keffiyeh of Thanes
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.[Worth: 1000gp]
Face/Eyes: Mask of Giants
This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the shapeshifting skill, the mask allows her to use shapeshifting to take the form of a humanoid with the giant subtype. The forms allowed mask of giants are ogre, troll, fire giant, frost giant, or stone giant. You gain all benefits (and detriments) of being a large size. [Worth: 3,000gp] (Shapeshifting Required)
Neck: Amulet of Armor +5 DEF
Torso:
Body (Armor): Armor of the Autumn Leaf*** +15 DEF
An array of red, yellow, and orange leaves has been sewn together into a rigid suit of armor resembling a breastplate. This suit of armor functions as a +15 DEF armor. It has the durability of steel, but is counted as light armor as far penalties go. Once per adventure during combat, you can cause the leaves to turn brown and scatter on the breeze. You merge with the leaves and disappear, evading any damage targeted towards you. This can be used outside of combat as well, allowing you to control the flutter of leaves for up to 30 minutes as long as you are doing nothing else but traveling. (Light Armor)
[Worth: 14,000gp]
Cloak/Shoulders: Druid's Robe
This light garment is worn over normal clothing or armor. Most robes are green or white, embroidered with plant or animal motifs. When this item is worn by a druid with shapeshifting, it allows all items worn by the druid to meld into their body when they shift, enabling them to still use the magic of the items such as armor enchantments. [Worth 3000gp]
Waist:
Legs:
Arms/Wrist: Bracers of Brachiation
The slim bracers of brachiation grant the wearer a climb speed as fast as their normal walking speed in forested areas. The user gains a +8 bonus on all Climb checks, and can always choose to take 10, even if rushed or threatened while climbing. [Worth: 4,500gp]
Hands: Gloves of Deadly Casting
These gloves change the threat range of any invocation for a critical, causing critical hits to occur at 19-20 instead of just 20. You cannot stack this with any other enchantment or item that improves threat range. [Worth: 5,000gp]
Feet:
Body Modification:
Rings: (Up to two active)
1. Ring of Continuation
This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a beneficial spell on himself, that spell remains in effect for double the duration or until the wearer casts another spell on himself (whichever comes first). So, a spell that gives you a certain amount of defense for one combat, would last through two combats. A spell that gives you an effect for 15 minutes, would last 30 minutes. [Worth: 7,000gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. (1) Barkskin +2 - Gain a +2 to your physical defense for 3 hours
2. (10) Cure Mutation Potions - Cure Scarred Lands mutations
3. (10) Full Heal Potions
4. (1) Albedo Potions
5. (2) Memorybind Potions
Magical Pack Items (Up to five magical / wondrous items.)
1. Spellscroll Flute [Magic Item] [Holding: Scroll of Full Heal (one use)]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.[Worth: 5000gp]
2. Pouch of Slipsand: These tiny grains of sand are made of glass and are extremely slippery. You can use your pouch of slipsand as a ranged attack, as the slipsand bursts from the pouch it covers the ground beneath the target causing them to slip and fall, and lose one turn of combat if they fail an Acrobatics Save of DC18. One Use. [consumable]
3. Flask of Endless Water
4. Rod of Bugs [Magic Item]
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.
[Worth: 3,500gp]
5.
Mundane
-- 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
Collection
-- Belgoi Bell: These small bells are crafted of belgoi bones and are used by the belgoi to channel their psionic power. In the hands of anyone but a belgoi they are but a macabre trinket. [Obtained after a fight with belgoi in the Scarred Lands]