Post by Head Moderator on Dec 4, 2014 2:22:50 GMT -5
Screen Name: fadedsunbeam/tesarikone
Font and Color: Dark Blue, TNR
Name: Annyth Berengaria
Nickname: Anny, Ann
Alignment: Chaotic Good
Languages: Common, Te-Pua Koy, Ignan, Picto, Elven, Auran, Kulnama
Country of Origin: Anoi'pua Islands
Relatives: Father is Governor of the Islands, Sister is Hana'lee
Best Friend but Secret Love: Akaash
Race: Human
Age: 22
Height: 5'10"
Hair: Light Brown
Eyes: Blue
Skin Tone: Sun-Kissed
Deity: Mahasin Inci, The Pearl
Stats
Current Rank: Sapphire Marshal
Current Dice: 2d66
Current Hit Points: 35 (32+2WLP)
Defense DC: 19 (+1 from Ring of Assimilation Stone)
Healing Points: 18
Initiative: (Lightning Init 10)(QCK 8)= +18
Initiative w/o Beloved: (Lightning Init 10)(QCK 8)(Lovesick -5) = +13
Weapons
Melee Strike: (QCK 8) = +8
Melee Damage: +0
Primary/Secondary Weapon: Fizzwinken's Paired Tactical Dread-Blades (1d6/1d6)
These two shortswords (1d6, 1d6) must be wielded together by someone with Dual-Wield. Their bone hilts are wrapped in soft white cloth, embroidered with silver elvish runes and the blades are crimson. When unsheathed, a red smoke comes off the blades, forming into images of creatures and things that frighten the target while the blade itself makes a mournful, terrifying keening sound that brings physical pain to enemies that hear it as it is used. All opponents suffer a sudden wave of fear while in the blade's presence if they fail a Willpower Check of DC10+ Wielder's Charisma, causing a -2 to all Rolls for the remainder of combat. All allies gain a +2 to all Rolls while this weapon is being wielded in combat. Enemies immune to fear only take a -1 to all Rolls from the pain associated with the weapons.
Hidden Weapon: Snow Star Shard Dagger 1d5
This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
Ranged Weapon: n/a
Defense: +20 DEF / +17 DEF (Magical)
(Spidersilk Armor 12, Cloak 5, Leather Gloves 3, Vambraces 1)
Traits
Strength [0]
Quickness [8]
Endurance [0]
Willpower [3]
Intelligence [0]
Perception [3]
Charisma [7]
Tactics and Talents
Spot: (Alert 5)(PER 3) = +8
Listen: (Alert 5)(PER 3) = +8
Search: (PER 3) = +3
Lockpicking: (Lockpicking 5)(QCK 8) = +13
Escape: (QCK 8) = +8
Acrobatics: (Acrobatic 5)(QCK 8) = +13
Athletics: (END 0) or (STR 0)
Diplomacy: (CHA 7) = +7
Intimidation: (CHA 7) = +7
Bluff: (CHA 7) = +7
Disguise: (CHA 7) = +7
Stealth (Hide, Move Silent): (QCK 8) = +8
Insight: (PER 3)(Incredible Insight 5) = +8
Handle Animal: (CHA 7) = +7
Gather Info: (CHA 7) = +7
Use Object: (QCK 7) = +7
Knowledge: (INT 0)(Knowledge 10) = +10
Save agst Magic: (WLP 3)(Iron Will 2) = +5
Primary Class: Support
Class Bonus: 2 Free Skills
Primary Profession: Bard
Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they perform pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions
Lasting Inspiration: +5 DMG or DEF
Secondary Class: Support
Class Bonus: 2 Free Skills
Instrument: Fizzwinken's Rhythmic Lyrical Detonation Mechanism
This small guitar-shaped instrument has frets crafted of pure singing crystal that hum and resonate as the instrument is played. Once per day, if the strings are strummed in such a way across the neck of the instrument, the singing quartz begins a note so pure and strong that it completely shatters one mundane object of your choice, such as a rock, stone or glass object. The fingerboard of the instrument is a decorative mix of jade and ivory in the shape of budding leaves. When this particular instrument is used in any Performance (per the skill), it doubles any tips that are rolled, and can be used as many times a day as the performer is allowed to roll. [Cittern]
Skills
GENERAL
(racial) Versatility
(support) Immunity from Disease (v)
(flavor crystal) Polyglot || c: Elven, t: Auran, a: Kulnama, s: Eirchaic
(amber) Immunity to Charm
TALENTS, TACTICS and SAVES
(racial) Alert || +5 Spot & Listen
(racial) Acrobatic || +5 Acrobatics
(flavor crystal) Knowledge || +10 c: Anthropology & Archeology, t: Music, a: Region (Anoi'pua Islands), s: Monster Lore
(crystal) Lockpicking (v) || +5 Lockpicking
(crystal) Iron Will || +2 Amber, +3 Emerald, +4 Obsidian
(flavor topaz) Incredible Insight || +5 Insight
BARD
(flaw) Performance (v) || 4d50 / 3 times a day
(teamwork) Counterpoint to Inspiration [Teamwork]
When an allied bard with this skill is within 60 feet and uses their bardic performance to grant allies a bonus, you may perform the same bardic performance or to increase those bonuses by +1. This increase only lasts as long as you and your ally each maintain the same performance, and can only be extended if you both have Lasting Inspiration.
(bard) Snap out of it! || A bard can use his speech, music or poetics to create an effect similar to a break enchantment spell, freeing a single target within 30 feet affected by an enchantment.
(topaz) Lasting Inspiration || Now +5
(topaz) Twisted Melody|| A bard with this skill uses their performance to ridicule and harass the enemy instead of boosting their allies, causing enemies in the hearing range to lose all defensive bonuses for one round of combat. All targets get a DC15 Willpower Save, if they fail they lose all defensive bonuses that round. This can only be used once per combat, and will only effect a target once. This means, if another bard decides to use this in the same combat, they can only attempt to effect those that passed the last time it was used.
(flavor amber) Natural Ambience | A bard can use music to mask his allies' movement behind a cover of noises appropriate for the environment. This song affects all allies within hearing range, and as long as the bard is playing the group remains hidden and unheard. As soon as an attack is made, it negates the effect.
(amber) Reveille | Allies affected by exhaustion, fatigue, sleep effects, stuns or holds are given another chance to roll a save against it, and if they pass they are instantly returned to normal/awaken. Allies who are sleeping normally automatically awaken when this ability is used.
(amber) Riff | 2d5 sonic wave from instrument
(support) Allegro | Use Riff 3/combat
HEALING
(support) Healing Circle (v) || Everyone healed at once, up to 10hp.
(crystal) Healing Affinity || 18 points
(topaz) Mercy || When heal, also-- t: Remove Stun (Topaz), a: Remove Nausea (Amber), s: Remove Disease
COMBAT
(flavor crystal) Lightning Initiative
(crystal) Sidestep || Evade
(sapphire) Combat Affinity
(sapphire) Charismatic Fighter | CHA for Strike
(sapphire) Dual Wield
ANIMAL COMPANION
(crystal) Animal Companion
(support)
(flavor sapphire)
(???((Dext Fighter for dmg)
Flaws
1. Lovesick
Your love for another occupies your every thought, and you become despondent when you are away from that person (Akaash).
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
2. Jinxed
For one reason or another, the normally impartial forces of fate hate you.
Penalty: Once per adventure or mission, the DM may force you to reroll one die roll, after it is rolled (usually if you make a really good roll of any sort). Use the new value, regardless if it's better or worse than the first roll.
3. Swoon
You simply cannot help but pass out in the face of danger.
Penalty: When you drop to within 5 hit points of death (such as 35/40), you immediately fall unconscious unless you pass a willpower save of DC15. Each round following, you must pass this willpower save to keep yourself from passing out, until you are healed.
Item Slots
Head:
Face/Eyes:
Neck: Beads of Retributive Healing
This strand of ceramic beads is painted with sedate earth tones. Devoting your life to healing is often a thankless job. An amulet of retributive healing ensures that if you tend to your allies, you are renewed in turn. When you activate your amulet, the next effect you use before the end of your turn that heals another creature’s damage also heals you of an equal amount, as long as you could be healed by that same effect. If the effect heals multiple creatures, you only gain the retributive healing once. This can be used once per combat [Worth: 5,000gp]
Torso:
Body (Armor): Spidersilk Armor +12 DEF
with Magically Warded | +12 Magic Defense
with Emperor's Armor*
with Stamina** | +2 Endurance Checks
Cloak/Shoulders: Cloak +5 DEF
Mundane and Magical
Waist:
Legs:
Arms/Wrist: Merciful Vambraces
(Mercy Skill)
These +1 DEF vambraces are constructed of polished steel. Once per adventure, when a healer with the skill Mercy wears these vambraces, she may re-use any of her mercies that she has already used. [Worth: 5,000gp]
Hands: Leather Gloves +3 DEF
Feet: Boots of the Winterfell
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.
[Worth: 6000gp]
Body Modification: Phoenix Tattoo
Rezz
Rings: (Up to two active)
1. Ring of Assimilation
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out. [Worth: 2,000gp]
Ioun Stone (dusty rose prism) [Magic Item]2.
This stone grants the wearer a +1 bonus to your Defense DC. No other bonuses can be applied to your Defense DC when this is being used, including spells, combat manuevers, skills or other items. This cannot take your DDC over 24. Ioun stones orbit around the user's head.
[Worth: 7,000gp]
Consumables: (Up to five types, no limit on how much of each type.)
1. Antitoxin (1/1)
Drinking antitoxin gives you a +5 to saves against toxins and poisons for 3 hours, or it can be taken after you've been poisoned to immediately negate the effects of the poison.
2. Healing Potion 10hp (3/3)
3. Rezz Coin
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Harp of Resonance [Instrument] **
This 12-stringed harp can be played in such a way that it causes all glass and metal items within 30 feet to resonate with the harp's tones. This does not harm the items but provides an interesting accompaniment to the harp itself. All Listen Checks in the area take a penalty of -5 to the checks. Three times per day, anyone playing the harp may shatter a small, mundane glass object. [Worth: 6000gp]
2. Chunk'o'Rune Ice
This hunk of blue-white ice can fit in a medium creature's hand and is carved with white ancient runes. If anyone knows Runin, the runes on various pieces mean "Protect", "Guard", "Ice", "Winter" and "Cold". This magical item can be put on a necklace, or even just carried in someone's pocket or pack, and while it is on your person allows you to walk on icy or snowy surfaces without taking any type of check; effectively giving you the "Icewalking" skill.
3. -Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod. [Worth: 1000gp]
4. Blood of the Mad Cultist
This drop of crystallized blood from the mad cultists that follow Vitraskukk the Red Dragon is your only testament to the battle raged with the maddening creatures. Once per day, having this blood drop on you will allow you to auto-pass any save against insanity or madness effects. Unless you eat the blood drop, you will need to keep the drop in one of your gear slots, either on your person (such as neck slot on a necklace) or in your magic item pack. If you decide to swallow the blood drop then it will not take up a slot, but when you use its power, your eyes will turn blood red as if terribly bloodshot and you will cry tears of blood for 1 hour.
5.
Books:
1.
2.
3.
Mundane
-- Magic Bedroll
-- Belt Pouches
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- 1 Cooking Pot
-- 1 Basket
-- Fishnet
-- Fishing Hooks
-- 50 feet fishing string
-- Flint / Steel
-- Hammock
-- 1 Hip Lantern and Oil Flask
-- 10 Pitons
-- Hammer
-- Everlasting Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Flask of Endless Water
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
-- Belt Pouches
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- 1 Cooking Pot
-- 1 Basket
-- Fishnet
-- Fishing Hooks
-- 50 feet fishing string
-- Flint / Steel
-- Hammock
-- 1 Hip Lantern and Oil Flask
-- 10 Pitons
-- Hammer
-- Everlasting Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Flask of Endless Water
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
-Studded Leather Armor [+9 DEF]
-Boots of Acrobatics: These rough looking dark brown boots give a +5 to Acrobatics Checks.
-Knife 1d3
-Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]