Post by alatariel on Oct 21, 2014 1:02:30 GMT -5
Name: Alatariel "Ala" Melwasúl
Screen Name: Tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Elven (free), Sylvan, Ghost Elven
Country of Origin: Autumwood, Kir'viir
Description:
Personality:
Champion
Current Rank: Shappire Shield
Current Dice: 2d68
Current Hit Points: 41 (Half Dice = 34, INT (mind over body) 7 = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [2]
Charisma [0]
INT= +22 (+12 QCK, +10 Lightning Intiative)
Physical Strike = +12 (+12 QCK, +3 strike Dance Partner) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +7 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +15 (+12 QCK, +3 Dance Partner) Dmg + QCK (Dex fighter)
Ranged Damage =+12 (+12 QCK) Dmg + Quickness Bonus
Magic Damage = +7 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 12)+ 4 = +16 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Skills
Diplomacy (CHA)= +15 (+10 elven beauty, +5 alluring tongue)
Intimidation (STR or CHA)= +0
Bluff (CHA)= +0
Disguise (CHA)= +0
Stealth (QCK)= +12 (12 QCK)
Insight (PER)= +2
TALENTS
Alert
Spot [PER] = +7 (Alert, +2 PER)
Listen [PER]= +7 ( +2 PER, 5 Alert)
Athletics [QCK or END] = +17 (+5 atheltics, +12 QCK),
Climb [QCK or END] = +17 (+5 atheltics, +12 QCK),
Jump [QCK]= +17 (+5 atheltics, +12 QCK)
Swim [QCK or END] = +17 (+5 atheltics, +12 QCK)
Acrobatics [QCK] = +17 (+12 QCK, +5 Acrobatics)
Tumble [QCK]= +17 (+12 QCK, +5 Acrobatics)
Balance [QCK]= +17 (+12 QCK, +5 Acrobatics)
Gather Info [CHA] = +0
Knowledge [INT]= +7 (+7 INT)
Ride [QCK] =+12 (12 QCK )
Handle Animal [CHA] = +0
Nature [INT] = +7 (+7 INT)
Use Object [QCK]= +12 (12 QCK )
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Swordmaster
Profession Bonus: Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Automatic Skills: You may choose one free combat or swordmaster skill.
[Swordmasters take great joy in the dance of the blade, and are a mix between a traditional fighter and the more flashy swashbuckler, with a little supernatural edge thrown in.]
Secondary Class: Arcane Class
Class Bonus: Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession:
Profession Bonus:
Race: Moon Elf
Racial Weakness (if applicable): none
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Elven Beauty
(racial) Immunity to Sleep
(racial) Magical Affinity
(combat) Combat Affinity
(Combat bonus) Extra 1d 1/combat
(flaw) Dexterous Fighter
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Healing Affinity
(crystal) True seeing
(topaz) Agile Athelete
(topaz) Acrobatic Backstab
(topaz) Quickstep- evade
(free swordmaster Skill) Deceptive Dance- lose turn
(amber) Heartening Laugh
(amber) Vital Strike
(amber) Surprise Strike
(sapphire) Chink in amour
(sapphire) Roundel (full reflect)
(sapphire) Sidestep (evade)
(arcane bounus) Psionic Affinity
(flavor crystal) Lightning Initiative
(flavor crystal) Alluring Tongue
(flavor crystal) Incredible Insight
(flavor topaz) Telepathy
(flavor amber) Clairvoyant
(flavor sapphire) Mind over body
Flaws
Flaw 1: Mr. Nice Guy
Flaw 2: Distinctive- Crescent moon shape on back of hands embed with silver and magically sealed.
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Ecto-Laceration Tenebrosity Blade
(2d6)
This unique blade's hilt is made of polished bone with quillons that resemble dangerous spikes; the blade itself is a deep ebony color and seeps of shadowstuff in tiny tendrils like black smoke. This weapon [2d6] is able to hit incorporeal creatures, and is considered naturally "cold". Once per combat, you may use the shadows coalescing around this blade to gain 6 feet to your reach, reaching through your own shadow towards one foe who is counted as having a DC10 for this one attack. Additionally, once per day you may choose one target you have damaged to suffer from the Sickened combat effect (-4 all dice rolls) until they receive a Cure Poison. The target gets a DC15 Endurance roll against this poison effect.
(Dance Partner bonus +3 damage, +3 Strike)
Secondary Weapon: 1 Glassteel Longsword w/ Perfect Balance enchant
Ranged Weapon: longbow 2d5
Hidden Weapon:
Extra Attack Item: Elf Edge [Weapon]
This 1d6 longsword has an affinity for those of elf blood. In the hands of someone with elf blood, it grants a +1 to Strike.
[Worth: 4,500gp]
Extra Defense Item: mithril sheild +2
Head: Such as headband, hat, helmet, circlet, crown.
Face: - Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
Neck: Amour Amulet (magical/mundane def)
+7
| 15,500gp | 3875gp | 31CP
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Mythrilweave made with Gossamer +13 Def, +5 fire Def CP12 cost: 6,500 gp
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Fizzwinken's Transformative Long-Range Volt-Gauntlets
These magnificent dark blue-black metal gauntlets are forged to depict the shape of a raven stretched over the wearer’s forearm. While worn, these gauntlets can be used to grant the returning magic weapon qualities to any held melee weapon, up to three times per day; the weapon you throw is covered in lightning and does an extra 1d6 damage.
At will, any weapon held in this hand crackles with lightning. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call).
In addition, the gauntlets may be removed and tossed into the air, where they transform into a pair of identical black metallic ravens. These ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner’s hands via teleportation. If the item’s owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use.
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. - Healing Potion (10hp)
2. Pack of 10 Tindertwigs: Tindertwigs are alchemical items much like a modern day match, hit it against a hard surface and it catches fire.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Claws of the Ice Bear [Hands]
Strapped to the hands, these spiked climbing claws grant a +3 bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement on slippery or icy surfaces. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets and you must have the dual wield skill to use them both in combat.
[Worth: 3000gp]
2.
3.
4.
5.
Mundane (non-magical pack Items
1 Bottle of Madder Red Ale
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: 50
Height: 5'9"
Weight: 130 Lbs
Hair: Silver
Eyes: Blue Grey with Golden flecks
Love Interest: Ellis Strata
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
Alignment: Chaotic Good
Languages: Common, (2 more) Elven (free), Sylvan, Ghost Elven
Country of Origin: Autumwood, Kir'viir
Description:
Personality:
Champion
Current Rank: Shappire Shield
Current Dice: 2d68
Current Hit Points: 41 (Half Dice = 34, INT (mind over body) 7 = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [2]
Charisma [0]
INT= +22 (+12 QCK, +10 Lightning Intiative)
Physical Strike = +12 (+12 QCK, +3 strike Dance Partner) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +7 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +15 (+12 QCK, +3 Dance Partner) Dmg + QCK (Dex fighter)
Ranged Damage =+12 (+12 QCK) Dmg + Quickness Bonus
Magic Damage = +7 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= 12)+ 4 = +16 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Skills
Diplomacy (CHA)= +15 (+10 elven beauty, +5 alluring tongue)
Intimidation (STR or CHA)= +0
Bluff (CHA)= +0
Disguise (CHA)= +0
Stealth (QCK)= +12 (12 QCK)
Insight (PER)= +2
TALENTS
Alert
Spot [PER] = +7 (Alert, +2 PER)
Listen [PER]= +7 ( +2 PER, 5 Alert)
Athletics [QCK or END] = +17 (+5 atheltics, +12 QCK),
Climb [QCK or END] = +17 (+5 atheltics, +12 QCK),
Jump [QCK]= +17 (+5 atheltics, +12 QCK)
Swim [QCK or END] = +17 (+5 atheltics, +12 QCK)
Acrobatics [QCK] = +17 (+12 QCK, +5 Acrobatics)
Tumble [QCK]= +17 (+12 QCK, +5 Acrobatics)
Balance [QCK]= +17 (+12 QCK, +5 Acrobatics)
Gather Info [CHA] = +0
Knowledge [INT]= +7 (+7 INT)
Ride [QCK] =+12 (12 QCK )
Handle Animal [CHA] = +0
Nature [INT] = +7 (+7 INT)
Use Object [QCK]= +12 (12 QCK )
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Swordmaster
Profession Bonus: Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Automatic Skills: You may choose one free combat or swordmaster skill.
[Swordmasters take great joy in the dance of the blade, and are a mix between a traditional fighter and the more flashy swashbuckler, with a little supernatural edge thrown in.]
Secondary Class: Arcane Class
Class Bonus: Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession:
Profession Bonus:
Race: Moon Elf
Racial Weakness (if applicable): none
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Elven Beauty
(racial) Immunity to Sleep
(racial) Magical Affinity
(combat) Combat Affinity
(Combat bonus) Extra 1d 1/combat
(flaw) Dexterous Fighter
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Healing Affinity
(crystal) True seeing
(topaz) Agile Athelete
(topaz) Acrobatic Backstab
(topaz) Quickstep- evade
(free swordmaster Skill) Deceptive Dance- lose turn
(amber) Heartening Laugh
(amber) Vital Strike
(amber) Surprise Strike
(sapphire) Chink in amour
(sapphire) Roundel (full reflect)
(sapphire) Sidestep (evade)
(arcane bounus) Psionic Affinity
(flavor crystal) Lightning Initiative
(flavor crystal) Alluring Tongue
(flavor crystal) Incredible Insight
(flavor topaz) Telepathy
(flavor amber) Clairvoyant
(flavor sapphire) Mind over body
Flaws
Flaw 1: Mr. Nice Guy
Flaw 2: Distinctive- Crescent moon shape on back of hands embed with silver and magically sealed.
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Ecto-Laceration Tenebrosity Blade
(2d6)
This unique blade's hilt is made of polished bone with quillons that resemble dangerous spikes; the blade itself is a deep ebony color and seeps of shadowstuff in tiny tendrils like black smoke. This weapon [2d6] is able to hit incorporeal creatures, and is considered naturally "cold". Once per combat, you may use the shadows coalescing around this blade to gain 6 feet to your reach, reaching through your own shadow towards one foe who is counted as having a DC10 for this one attack. Additionally, once per day you may choose one target you have damaged to suffer from the Sickened combat effect (-4 all dice rolls) until they receive a Cure Poison. The target gets a DC15 Endurance roll against this poison effect.
(Dance Partner bonus +3 damage, +3 Strike)
Secondary Weapon: 1 Glassteel Longsword w/ Perfect Balance enchant
Ranged Weapon: longbow 2d5
Hidden Weapon:
Extra Attack Item: Elf Edge [Weapon]
This 1d6 longsword has an affinity for those of elf blood. In the hands of someone with elf blood, it grants a +1 to Strike.
[Worth: 4,500gp]
Extra Defense Item: mithril sheild +2
Head: Such as headband, hat, helmet, circlet, crown.
Face: - Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
Neck: Amour Amulet (magical/mundane def)
+7
| 15,500gp | 3875gp | 31CP
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Mythrilweave made with Gossamer +13 Def, +5 fire Def CP12 cost: 6,500 gp
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Fizzwinken's Transformative Long-Range Volt-Gauntlets
These magnificent dark blue-black metal gauntlets are forged to depict the shape of a raven stretched over the wearer’s forearm. While worn, these gauntlets can be used to grant the returning magic weapon qualities to any held melee weapon, up to three times per day; the weapon you throw is covered in lightning and does an extra 1d6 damage.
At will, any weapon held in this hand crackles with lightning. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call).
In addition, the gauntlets may be removed and tossed into the air, where they transform into a pair of identical black metallic ravens. These ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner’s hands via teleportation. If the item’s owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use.
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. - Healing Potion (10hp)
2. Pack of 10 Tindertwigs: Tindertwigs are alchemical items much like a modern day match, hit it against a hard surface and it catches fire.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Claws of the Ice Bear [Hands]
Strapped to the hands, these spiked climbing claws grant a +3 bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement on slippery or icy surfaces. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets and you must have the dual wield skill to use them both in combat.
[Worth: 3000gp]
2.
3.
4.
5.
Mundane (non-magical pack Items
1 Bottle of Madder Red Ale
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: 50
Height: 5'9"
Weight: 130 Lbs
Hair: Silver
Eyes: Blue Grey with Golden flecks
Love Interest: Ellis Strata
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)