Post by Head Moderator on Nov 6, 2014 1:48:18 GMT -5
OH DOSSIER
Name: | Sessa Zoe Ekkion |
Nicknames: | None yet. |
Screen Name: | tesarikone (alt sn if needed: myobsidiansouls) |
Font & Color: | TNR Dark Pink |
Alignment: | Chaotic Good |
Appearance: | Tall and big, that was what most saw. Pale pink hair mostly done up in tiny braids that fell almost all her knees. Granted, she is giantkin, kin of cloud giants, so she is over seven feet tall, muscular and athletic, but she often has a smile in attempt to offset the uncomfortable feeling most have when looking up at her. Some have even called her pretty! |
Scent: | A hint of leather dusted with honey. |
Age: | 29 |
Hair: | Pink |
Eyes: | Silvery Grey |
Height: | 7'3" |
Weight: | Guess? |
Body Type: | Athletic |
Race: | Giantkin (Cloud) |
Weakness: | Fire |
Racial Info: | In ages past, giants mingled more freely with smaller humanoids. Today, the evidence of such relationships is rare at best. Characters with bloodlines of the lesser evil giants (hill, frost, and fire) may be the result of voluntary or involuntary breeding with the giants. Bloodlines of stone, cloud, or storm giants, on the other hand, are more likely the results of long-ago alliances between those races and the ancient nobility of the world. In any event, characters bearing giant bloodlines tend to be massive for their race standing at least 7 feet tall, and often share characteristics (skin and hair color, attitudes, and such) with their ancestor. |
Country of Origin: | Mountains of Zyon |
Patron Deity: | Ahalya, Queen of Storms & Dolyn |
Known Languages: | Common, Giant, Zyonian, Orcish, Picto |
Background: | From a settlement in the mountains of Zyon, Sessa was raised by her grandmother. One might thing it was a difficult life being larger than pretty much everyone else, but Sessa had a good attitude and was quite friendly and got along with most of the people in her town. She was helpful, trained hard, and was respectful of others - and she hit hard! She was trained in combat in the Jotunskye style, far exceeding the expectations of her teachers. Now she seeks places and opportunities to use what she has learned. |
Personality: | Friendly, but with a short fuse. There are a few things she hates, one of them being told what to do by someone she has not recognized as her better. Another would be attempting to work as a team, and having someone put a wrench in that attempt. She can be a bit chaotic with her words and decisions at time, but overall Sessa is helpful, kind, thoughtful and outgoing. |
Body Modifications: | Pierced nose, pierced nipples, pierced navel. |
CLASS & PROFESSION
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Secondary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or unarmed fighting.
Secondary Profession: Swordmaster
Profession 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).
STATISTICS
Ranking: | Obsidian Master |
Dice: | 3d92 (AoS) |
Hit Points: | 72(46+5+5+4+2+10Amulet) |
Defense DC: | 19 (-1 due to Large Size) |
**SWORD STRIKE: | +18 (Power Attack 12, Fighter 3, Swrdmaster 3) |
Ranged DMG: | +15 (QCK 10, Sleeves 5) |
SWORD DMG: 3d14 | +35 (STR 12, Fighter 3, Swrdmaster 3, Sleeves 5, DWE 12, GDW) |
**SWORD & SHIELD DMG: 3d14 & 1d8 | +45 (STR 12, Fighter 3, Swrdmaster 3, S&B 10, Shield Weapon, Sleeves 5, DWE 12, GDW) |
Initiative: | +17 (QCK 10, Med Armor -5, Muscle Reactions 12) |
Magic Save: | +8 (Iron Will 4, WLP 2, Belt 2) |
TACTICS & TALENTS
Spot | PER 5, Alert 5, Goggles 5 = +15 |
Search | PER 5, Investigator 5 = +10 |
Acrobatics | QCK 10 = +10 |
Athletics | STR or END, Athletics 5 = ?? |
Knowledge (all) | INT 0, Voracious Reader 2 = +2 |
Insight | PER 5, Investigator 5 = +10 |
Gather Info | CHA 0, Investigator 5 = +5 |
Listen | PER 5, Alert 5 = +10 |
Intimidate | Intimidating 5, STR 12 = +17 |
ALL SAVES | Belt of Fallen Heroes 2 = +2 |
WEAPONS
Primary Weapon: Fizzwinken's Resplendent Double-Edged Zweihander Fighter's Weapon/Dance Partner | 3d14 | Greater Dual-Wield Dual Wield Expert |
+5 to STR Checks Mangled Arsenal of Virtue = Positive Energy Phantom Paragon (+2) One-Handed for Sessa This incredible 3d14 two-handed blade hides a secret second blade within. The main massive blade is adamantine at the core, but it's jagged blade edge is composes of prismlight which appears glass and transparent, and emits a soft rainbow glow of colors when exposed to ambient light. Once per combat, the weapon can absorb a Light/Prismatic/Radiance spell. This charges the main blade, which begins to shine brightly with rainbow hues. The next attack with the blade can discharge its energy, dealing an extra 1d of light damage (i.e. a longsword normally deals 1d6, discharging it would give it 2d6 for that attack). Discharging the weapon causes the prismlight weapon to go transparent and glassy, until it is able to absorb another light-based spell. If the prismlight edges are sundered, it explodes dealing 4d6 points of slashing damage to all creatures in 10 ft radius, no save. The blade may still be wielded as a weapon even if the prismlight edges are sundered, since the core is adamantine, unless it is sundered by another adamantine weapon. This also grants a +5 to Strength Checks using the blade. It is considered imbued with positive energy, and can strike incorporeal creatures per Phantom. Within the hilt is hidden a long adamantine knife that does 1d6 positive energy damage, and can hit incorporeal as well. |
Secondary Weapon: Heavy Steel Shield | 1d8 | |
Dual Wielded Shield Weapon Sword and Board Honor Shield Shield Deflection Charity ☼ ☼ ☼ This enchantment is for shields only, and allows the shield to extend it's bonus to all allies within 10 feet. Comfort ☼ ☼ Armor with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected. [from Dana] |
Secondary Weapon: | ||
Ranged Weapon: Icechucker | 2d5 | |
The icechucker appears to be a large crossbow at a casual glance, larger even than the heavy crossbow. It's launching mechanism is designed to fire large shards of ice (usually icicles) rather than regular crossbow bolts. You draw an icechucker by pulling on a thick lever on the underside of the weapon. If icicles aren't available, you may load a javelin into it. You roll dmg for the icechucker, not the javelin when you use it. |
Hidden Weapon: Kris Dagger | 1d5 | |
Extra Attack Item: Bag of Boulders | 2d4 | |
This nondescript bag has 3 pebbles inside of it. When thrown (range: 10ft), it grows 12 inches and does 2d4 damage. Once all three pebbles have been used, it takes 24 hours before the pebbles reappear within the bag. [Worth: 1,500gp] |
ARMOR
Chainmail Bikini Armor***** (Medium) | +18 | |
Heavy Steel Shield | +5 | |
+23 DEF / +13 Magical DEF |
Chainmail Bikini Armor:
w/ Magically Warded +13
Temperature Controlled
Bolstering**
Anytime the wearer of bolstering armor damages a creature with a melee or ranged attack, he gains a +2 bonus on saving throws against that creature's abilities until the start of his next turn.
Stamina**
+2 Endurance Saves
Tattooed*
Chainmail Bikini (Armor): As a fashion conscious adventurer, Morgaine has decided to create the ultimate in sexy adventure-wear, the "Chainmail Bikini" which is Medium Armor +18 DEF/+13 Magical DEF. Provocatively designed to distract opponents, the "Chainmail Bikini" covers only the minimal basics in order to preserve modesty. It is made of fine quality chain mail, carefully lined with the softest furs available, to ensure no nasty chain burns. It is 'temperature controlled' which maintains body temperature in extreme cold or hot weather. The creature can stand unprotected in temperatures as low as -30 degrees Fahrenheit or as high as 130 degrees Fahrenheit with no ill effect.
Stashed Shield
Heavy Steel Shield +5 DEF
Sharpened Shield*
Stashed Armor:
Hide Armor +15 DEF
w/ Magically Warded +13 DEF
TRAIT POINTS=33
STRENGTH | 12 |
QUICKNESS | 10 (max-flaw) |
ENDURANCE | 4 |
WILLPOWER | 2 |
INTELLIGENCE | 0 |
PERCEPTION | 5 |
CHARISMA | 0 |
FLAWS
Musclebound | You are strong, but all those muscles make it more difficult for you to move as quickly as you should. Penalty: You can never have more than 10 Quickness. |
Intolerance: Evil Giants | You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible. Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike. |
Ambitious | You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing. Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders. |
SKILLS
(racial) | Big Enough | Use a two-handed weapon in one hand. |
(racial) | Scent | You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. |
(racial) | Power Attack | Use STR for Strike |
(combat) | Combat Affinity | Create combat maneuvers |
(teamwork) | Tag Team Fighting +2 Strike | If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent. |
(flaw) | Dual Wield | Sword & Shield |
(flavor-c) | Daredevil Athlete +5 Acro, Ath, Escape, Ride | You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check. |
(flavor-c) | Investigator | You gain a +5 on Gather Info, Insight and Search Checks. |
(flavor-c) | Voracious Reader | +2 to All Knowledges |
(crystal) | Diehard | +5 hp |
(crystal) | Diehard | +5 hp |
(crystal) | Equipment Tricks | SHIELD Break Ground: In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. If your target fails an Acrobatics check of DC15, they lose a turn from being tripped. Once per combat. Keen Eye: You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly, such as those with gaze attacks. This allows you to attack such creatures without any penalty or fear of being countered with any gaze attacks. This can be used at will. FLAVOR Shield Gag: You can force your shield into the mouth of a large creature to prevent it from using bite attacks or other mouth-based abilities. If you succeed on a Strike, you may choose to wedge your shield into a creatures mouth as you hold it, keeping it from making any attacks with the mouth. You may choose to release your shield at any time, leaving it wedged in the creatures mouth until it breaks it, spits it out, or swallows it. Little Wall: You may contort your body behind your shield in such a way that you gain complete cover for one round. You add your shield bonus to your Defense DC that round, but you cannot make any other actions that round except hide behind the shield. You may do this as often as you like in combat, but you cannot make any other actions.. You are essentially hiding behind your shield and doing nothing else. BLADE SCABBARD Scabbard Grab: You can use your scabbard to halt a fall, keep from being dragged or stop other sorts of involuntary movement by grabbing your scabbard with a free hand, jamming it into a hard surface, and clinging to it. This can be used as often as you like outside of combat, but once per combat. FLAVOR Find the Hidden: You can use your scabbard to probe for hidden dangers. You may sweep your scabbard through an area where you suspect there is an invisible creature; while attacking with a one handed weapon. If your Strike hits, you may attack that target without any penalties for it being hidden or invisible. All other attacks you make against that creature do not gain this benefit (though you can sweep again on your next turn). Prerequisite: Blindfight CLOAK Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights. FLAVOR |
(crystal) | Alert | +5 to Spot & Listen Checks |
(crystal) | Shield Weapon | This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning. Heavy Steel: 1d8 |
(flavor-t) | Athletics | +5 Athletics |
(topaz) | Iron Will | Increases your iron will by 4 (Obsidian). |
(topaz) | Sword and Board | Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. This is an innate skill. |
(topaz) | Honor Shield | Shield ally, no one takes dmg Evade |
(fighter) | Shield Bash Lose Turn, 4 Rounds | Lose Turn, 4 rounds |
(flavor-a) | Strong Stomach | Cannot be nauseated. |
(amber) | Shield Deflection | Deflect an attack on you to another enemy. Reflect |
(amber) | Extension of Self | Double Roll |
(amber) | Fighter's Defense | Evade |
(flavor-s) | Intimidating | +5 Intimidation |
(sapphire) | Battle Sense | Reflect |
(sapphire) | Parry | Evade |
(sapphire) | Blindfight | |
(flavor-e) | Muscle Reactions | Add STR to initiative |
(emerald) | Aura of Strength | 2d to 3d |
(emerald) | Throat Threat | If a target is dazed or stunned in any way causing their DC to be 10, you may attempt to catch an enemy off-guard, and take him hostage in melee combat. Your blade remains pressed against his throat, a flick of your wrist away from a lethal cut. You cannot be engaged in combat with any other foes when you initiate the throat threat and you must be wielding a slashing or piercing melee weapon (typically a dagger but not limited to it). Your target immediately becomes aware of you when you attempt to throat threat, no longer stunned or dazed. Roll opposing Strength checks, if your roll is higher than the target you now have that target as a hostage. You can release the throat threat at any time, but if you continue to hold the threat, you must make an opposed STR check each round to maintain the throat threat (unless you have Dexterous Fighter, then it is an opposed QCK roll). If your target attempts any action you are aware of or any of the target's allies attack you, you may choose to immediately attack your target without strike needed, auto critical damage, with that weapon only. You may only throat threat a target your size or one size smaller, and only once per combat. |
(emerald) | Dual Wield Expert (replaces DWF) | You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This is an innate skill and replaces Dual-Wield Focus. This is an innate skill. |
(swordmaster) | Rake's Fortune | Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day. |
(flavor-r) | Weapon Juggle | You can juggle weapons and similarly sized objects during combat. You can draw, sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn. |
(ruby) | Greater Dual-Wield | You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll. This is an innate skill. |
(ruby) | Tempest | Once per combat the fighter may roll a 1d4 to attack additional enemies in a round. |
(ruby) | Sunder | Once a day fighter may destroy a weapon or armor worn by a foe. The item cannot be repaired, must be bought again (legacy returns next day). Renders weapon or armor useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the attack. Only enchanted weapons can break enchanted items, only legacy can sunder legacy. |
(flavor-o) | Winning Smile | The Winning Smile skill allows a Swordmaster to appear more attractive to a member of the opposite sex. Depending on the target’s sexual preference, this skill may also work on characters of the same gender. This gives the Swordmaster a +5 to any social checks made upon the target, such as Diplomacy, Bluff, and Gather Information. |
(obsidian) | Multitalented Master | Both professions are treated as primary. |
(obsidian) | Whirlwind | This allows a Swordmaster to strike 1d4 additional targets in one round with one attack. The other targets takes the same amount of damage you've rolled for the first. |
(obsidian) | Withered Courage | With the same manner of verbal deception and arcane influence that the Swordmaster uses to turn a foe to an ally, he may instead cause a foe to flee. With quick words and deft action the Swordmaster, on successful hit, can have the target so discouraged and afraid that they flee combat. Once per combat. |
(obsidian) | Epic Power | (Held) |
COMBAT MANEUVERS
Style: Jotunskye
Type: 2H Sword & Shield
Save: DC15 + Combat 2 + Combat 2 + Sleeves 2= DC21+??
Number: 23 + 2 Per Gemstone Rank (14) = 37
Quirks:
1-Royal Appetite : You can only stand for rich feasts of the grandest kind!
2-Short Temper : She has a short fuse, especially when she is wounded.
3-Activity: Every day she must practice and go through certain martial exercises.
4-Warmaiden: You're filled with anger and the rush of battle excites you. You're hesitant to retreat and become moody if forced into retreat.
Juggernaut - Attack (STR vs QCK) DC31 | You are unstoppable and can make one terrifying attack against a target. Obsidian: +20 Diamond: +24 |
Brutal Combatant - Attack Enhancer | By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage. Obsidian: +20 Diamond: +24 |
Rolling Thunder - AoE Attack (STR vs QCK) DC31 | When the student of Jotunskye is leading the charge into battle, it is quite a sight to behold. A giantkin, armored cap-a-pie holding a weapon and shield aloft to strike is nearly enough to paralyze troops with fear. But when that same fighter continues to sprint, only to tuck herself into a ball and roll into the opposition, she hits the enemy lines with the force of a cannon ball, scattering broken bodies until the momentum stops. Obsidian: +10 [6 NPCs] |
Skymother's Blessing - Strike Boost | The student of Jotunskye has learned how to make strikes upon her enemies in such a way that it becomes more difficult for them to get out of the way of the incoming attacks. Obsidian: Constant +4 / -4 |
Brawn - Strengthen: Hit Points | You are able to withstand more damage than normal. Obsidian: 14 Hit Points |
Storm Surge - Negate Defense (STR vs QCK) DC31 | The talented strikes from both sword and shield work their ways into the weak spots of a target's armor or thick flesh, enabling both she and her allies to gain the benefits temporarily of weakened armor. Obsidian: 4 rounds |
Steel Cloud - Evade | A student of Jotunskye has developed her ability to use her shield and weapon to block incoming attacks, the attacks land upon her but do no damage as enemies rain blow after blow upon her. A skilled student can make it very difficult for an enemy to strike her directly. Emerald, Ruby & Obsidian: Evade Full Dmg |
Wind Burst - Trait Buff: QCK | The student of Jotunskye has learned to push herself to move a little faster than normal for short periods of time, though this does take much from the combatant. After an adventure where this is used, she must eat twice as much as normally desired. Obsidian: +3 |
Shattering Rain - DoT (STR vs END) DC31 | Jotunskye teaches it's students the art of swordplay as a dance, lifted by the wind and powerful as the storm. Not only can they make devastating attacks, but they learn to pull back their power just enough to make numerous deep cuts or bruises beneath armor that continue to damage their target for several rounds. Obsidian: 5 rounds / +5 Damage |