Post by Head Moderator on Dec 12, 2014 14:41:40 GMT -5
Name: | Talasyn von Rosenvinge |
Nicknames: | Tally |
Screen Name: | tesarikone |
Font & Color: | Purple TNR |
Alignment: | Neutral Good |
Appearance: | Elegantly attired, she is as graceful in her human form as feline. Soft curls of snowy white bounce gently with her steps, and her pale pink lips are usually in a gentle smile. She is on the short side, and has a lusciously curvy body with an hourglass shape and has an attractive sway to her hips when she walks. She likes pale colors, as well as white and prefers platinum and mithral jewelry, along with diamonds, pearls and sapphires. |
Scent: | Luxuriant amber, warm exotic musk, fierce saffron and soft myrrh, almond, cardamom and golden lotus. [Bastet BPAL] |
Age: | 35 |
Hair: | Snowy White |
Eyes: | Sea-Blue |
Height: | 5'6" |
Weight, Body Type | -cough- Curvy, that's all you need to know. |
Race: | Lycan |
Weakness: | Silver x2 |
Quirks: | Coulrophobia - For the next month, you all experience coulrophobia - the fear of clowns! Just the thought of them make you shiver, and they frequently appear in your dreams. Gods forbid you have to face them again, you may run the other way! [Flavor][If you wish this as a permanent quirk you may choose to do so. No penalty, just flavor.] |
Racial Info: | Feline Lycan of the Snow Leopard Type |
Country of Origin: | Westby, Doxenia |
Patron Deity: | Mindya, Goddess of Peace |
Known Languages: | Common, Doxenian, Feral, Bestial, Commonsign, Runin, Ancient, Sark, Elven, Sylvan |
Background: | Though her family was originally from the cold mountains of Doxenia, she was raised in the urban sprawl of Westby, Doxenia. Taking after her mother, and grandmother, she exhibited the traits best suited for a healer and by her mid-20's became one of the most sought after by gentry and commonfolk alike. She has been at the birth of many noble sons and daughters of Doxenia, cared for the wounds of Doxenian's knights and warriors, and aided the elderly scions of the land. Though, only one of Doxenia's sons caught her attention enough to follow him to Sarkotos, vowed to make sure he comes home alive and well, her sweet Gerry. |
Personality: | Gentle, sweet, kind, even-tempered, sensual, kittenish, peaceful |
Body Modifications: | None, save for pierced ears. |
CLASS & PROFESSION
Primary Class: Support
Primary Profession: Healer
Profession Bonus: Double Healing Points
Secondary Class: Support
Secondary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing the Noble profession have an effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
STATISTICS
Ranking and Dice: | Ruby Shield // 2d80 | |
Hit Points:Half 40, WLP 4, MoB 10 | 54 | |
Defense DC: Vow of Peace +2, Benevolent +2 | 21 + 2 +2 = 25 | |
Initiative: | +11 | |
Magic Save: Iron Will 3, WLP 5 | +8 | |
Healing Points: 26 + Healer 26 + Vow of Nonviolence +26, Brand of the Red Healer +26 | 104 |
Talasyn von Rosenvinge; Healer/Noble; Vow of Peace, Vow of Nonviolence; 54HP; DDC25; 104 Heal Points; Weak to Silver; Flaws: Swoon, Easygoing, Curiosity
TACTICS & TALENTS
Spot / Listen | PER 5, Alert 5= +10 |
Search | PER 5, Investigator 5 = +9 |
Acrobatics | QCK 11, Acrobatic 5 = +16 |
Athletics | QCK 11 (Agile Athlete) or END 1 = ?? |
Knowledge Royal/Noble, Medicine, Religion, Mythology, Monster Lore, History | INT 7, Knowledge 10 = +17 |
Insight | PER 5, Incredible Insight 5= +10 |
Gather Info | CHA 3 = +3 |
Diplomacy | CHA 3, Alluring Tongue 5 = +8 |
Intimidate | Easygoing -2, CHA 3 = +1 |
Bluff | Easygoing -2, CHA 3 = +1 |
ARMOR
Spiderweave Armor +13 DEF Shirt of Moonbeams DR5/Silver | Shifter, Emperor's Armor, Benevolent, Magically Warded +13 | |
Benevolent | When the wearer of a suit of benevolent armor is only doing benevolent actions such as healing, he gains a bonus of +2 to his Defense DC. As soon as he takes any adverse action against anyone, it is lost for the rest of combat. | |
Amulet of Armor +5 DEF | +18 DEF +18 DEF Magical |
TRAIT POINTS=31
STRENGTH | 0 |
QUICKNESS | 11 |
ENDURANCE | 0 |
WILLPOWER | 5 |
INTELLIGENCE | 7 |
PERCEPTION | 5 |
CHARISMA | 3 |
FLAWS
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. |
Curiosity | You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement. |
Easygoing | You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious. Penalty: You gain a -2 penalty on Intimidate and Bluff Checks. |
SKILLS
(racial) | Bestial Fury | +5 DMG in shifted form |
(racial) | Shapeshifting | |
(racial) | Scent | |
(teamwork) | Shake It Off | You support your allies and help them recover from crippling effects. You gain a +1 to saves for every ally that has this skill (Maximum +4). |
(support) | Iron Will | +3 at Emerald and +4 at Obsidian. |
(support) | Alluring Tongue | +5 Diplomacy |
(flaw) | Acrobatic | +5 to Acrobatics Checks |
(flavor-c) | Knowledge: Nobility/Royalty, Medicine, Religion, Mythology, Monster Lore, History | +10 to Checks |
(flavor-c) | Walk the Walls | You can run straight up a wall for a few seconds (8 feet) without making a climb check. |
(flavor-c) | Divine Delving | Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy. Work with the DM in order to find out what it is you may be seeing during a mission or adventure. |
(crystal) | Alert | +5 to Spot, Listen |
(crystal) | Darksight | |
(crystal) | Sidestep | Evade |
(crystal) | Kitten's Cry | You are able to make a pitiful sound, a tone so pathetic that anyone who hears it goes out of his way to comfort you. This compulsion extends to attackers, who break off hostilities unless they are attacked in return. A save is given of a 1d20 + Relationship Difficulty from list below, against the werecat's 1d20 + Charisma. . If the roll succeeds, the target immediately stops whatever he’s doing and offers sympathy for the werecat’s pain. This is a mind effect. Relationship Difficulty Lover/relative 4 Friend 5 Passerby 6 Total stranger 7 Rival 8 Enemy 9 Foe in combat 10 |
(crystal) | Rezz the Dead | |
(flavor-t) | Concealed Healing | +5 Diplomacy |
(topaz) | Vow of Nonviolence | You have taken a vow not to hurt people for any reason. You focus on healing, and helping those around you. You may not make any attacks, or harm others, even if they harm you or those around you. As long as you keep your vow, you gain twice the number of healing points (healing affinity) for your gemstone level. |
(topaz) | Status Debuff | Amber and Sapphire: 2 rounds Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself. |
(topaz) | Retribution of the Meek | Once per combat, half the dmg taken, and use it as healing to self. |
(healer) | Healing Affinity | 26 points |
(flavor-a) | Domestic Appearance | Housecat / True seeing sees through it. |
(amber) | Vow of Peace | This gives you a +2 to your Defense DC, and all damage you take up to -10hp is considered non-lethal, you are merely passed out when you'd normally be dead until you reach -11 and beyond. You remain passed out until you are healed to at least 1hp, such as 24/25hp. |
(amber) | Delay Affliction | Once per day, you may cause a target who has been poisoned, cursed or diseased to delay the affliction for as many hours as your Intelligence bonus. A delayed poison or disease does not begin it's effects until the time allotted has passed. It can be cured during that time, in that case the effects never show. |
(amber) | Healing Circle | Heal everyone 10hp at once, 1/adventure. |
(healer) | Spontaneous Healer | Heal up to 5hp, doesn't have to be on turn, 3/combat. |
(support) | Cure Disease | |
(support) | Agile Athlete | Use QCK for Athletics Checks that require STR |
(flavor-s) | Incredible Insight | +5 Insight |
(sapphire) | Healer's Bargain | Half price healing potions, craft without CP |
(sapphire) | Polyglot | c: Runin, t: Ancient, a: Sark, s: Elven, e: Eirchaic, r: Sylvan |
(sapphire) | Healing Kick | You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat that can go above their allowed defense. |
(flavor-e) | Mind over Body | |
(emerald) | Magical Affinity | |
(emerald) | Healing Shift | 1/day heal all damage. |
(emerald | Miracle Healer | A healer is able to heal even the worst of the wounded including the maimed, blind, deaf; even able to assist in the regrowing of lost limbs. They are unable to heal afflictions that someone was born with, such as birth defects that cause blindness, or a withered limb. |
(flavor-r) | Purr | The ultimate tool of feline seduction: by softly purring near one person or animal, the werecat instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form. To set this charm in motion, the werecat must purr audibly for at least a minute. The player rolls d20 + Charisma, this becomes the Willpower DC for the target. Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per gemstone rank. This is NOT a combat effect, it only works outside of combat. |
(noble) | Noble Bearing [+1 to Defense, Strike and Willpower rolls against Fear] | When a noble appears on the field and presents himself as a leader, it inspires himself and his followers, soldiers, hirelings, or other loyal subjects who can see and hear him. The noble must present himself for one round, standing tall and proud and shouting directions and encouragement for this to take effect for the remainder of combat. At Amber Rank, those that look to him for guidance gain a +1 to defense, strike, and willpower rolls against fear and mind effects. At Emerald, gain a +2, and at Obsidian gain a +3. |
(ruby) | Waste Not | Your healing lingers, so that no energy is lost. When you heal someone in any way (healing points, skills, potions, wands, etc), any healing above what they need to refill their HP total they gain as temporary hit points that last until the end of combat. If they are over their normal hit points when the temporary hit points fade, then they will immediately die. |
(ruby) | Mercy | Can only use each mercy 1/adventure: Remove Stun (Topaz) Remove Curse (Amber) Remove Blindness (Sapphire) Remove Magical Poison (Emerald) Remove Paralyzation (Ruby) |
(ruby) | Scold! | A healer is no stranger to having to scold many a patient, friend or foe. The healer may attempt to intimidate an enemy by using an Intimidate check and adding double their Charisma Bonus. If the opponent fails, they are terrified and lose -4 dice sides, and -4 hit points for the remainder of the combat. |