Post by Ella MacBride on Jan 11, 2015 23:18:30 GMT -5
Name: Σllα Mαcßridε
Screen Name: aphoticfrenzy
Website: Ella the Lovely
Alignment: Chaotic Neutral [Evil Tendency]
Race: Original (Experimental Dark Hybrid)
Size: Medium
Racial Weakness: Holy
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common (free), Common Sign Language, Infernal
Country of Origin: Offworld
Chosen Deity: N/A
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Storyline: Obsidian Heart Adventuring Company
Rank: Ruby Guardian
Dice: 3d86 [Aura of Strength]
XP: 734
GP: 35,243gp
Reputation: 24.5
Rezzes: 5/5
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Combat Info:
Defense DC: 16 (10 + Quickness)
Hit Points: 55 (Half Dice =43, Mind Over Body = 10, Willpower = 2, Diehard = 0)
[+26 DEF / +20 Magic DEF]
- Medium Unarmed Armor Tech [+20 DEF/+13 Magic DEF] -5 to Initiative, Max QCK 12, DEF Cap= 30
- Shattered Dreams [Unarmed Defense Technique +3 DEF]
- Bracers of Chimera [+4DEF]
- Blue Silk Cloak [+7 Magic DEF]
Melee Strike: +12STR (Power Attack)
Melee DMg: [+41] = 12 STR + 12 Unarmed Master + 5 Brawler's Rage + 5 Bestial Fury(Must be Active) + 5 Finger Sleeve II + 2 Rumbling
Unregged Magic/Melee Strike: +12STR (Arcane Focus Enchant / Power Attack)
Unregged Magic/Melee DMG: [+46] = 12 STR + 12 Unarmed Master + 5 Brawler's Rage + 5 Bestial Fury(Must be Active) + 5 Innate Magic(Spellborn) + 5 Finger Sleeve II + 2 Rumbling
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Class/Professions:
(Primary) Class: Combat
Class Bonus: Extra 1d, 1/combat.
(Primary) Profession: Brawler
Profession Bonus: "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
-Second- Class: Arcane
Class 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.
-Second- Profession: Spellborn
Class Bonus: "Innate Magic" Spellborn mages do not need spellbooks or incantations or anything but their own desire or whim to cast magic. They are born of magic, and ooze magic. They gain a +5 DMG to all magical attacks made in combat outside of their official spells.
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Traits:
Strength [12]
Quickness [6]
Endurance [1]
Willpower [2]
Intelligence [10]
Perception [0]
Charisma [0]
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Skills:
(racial) Beastial Fury [+5DMG Shapeshifted]
(racial) Celestial Heritage [Free Save, 1/day]
(racial) Shapeshifting
(flaw) Double Tech [Allows 2 Unarmed Tech use in Combat]
(combat) Combat Affinity
(flavor crystal) Blindsense
(flavor crystal) Tomb-Taint
(flavor crystal) Fireblood [+5 Healing]
(crystal) Self-Healing [26+5(FB^) = 31 Healing]
(crystal) Retribution [Counterattack - No strike roll]
(crystal) Psionic Affinity
(crystal) Elemental Immunity: Fire
(crystal) Elemental Immunity: Fire
(brawler) Unarmed Focus [1/2 STR > DMG]
(flavor topaz) Drunken Fighter
(topaz) Blindfight
(topaz) Power Attack [STR to Melee]
(topaz) Steel Skin [Unarmed Evade, 1/combat]
(flavor amber) Muscle Reactions [+STR to Initiative]
(amber) Bloodlust [Double Roll]
(amber) Block & Punch [1/2 DMG, Counterattack]
(amber) Suplex [Dbl STR > Prone]
(arcane) Magical Affinity
(flavor sapphire) Mind Over Body [INT to HP]
(sapphire) Teleport
(sapphire) Combat Teleport [Evade]
(sapphire) Dead End [Reflect]
(flavor emerald) Empathy [1d6s Detect Emotions]
(emerald) Aura of Strength [3d]
(emerald) Vicious Stomp [Ground Attack Opportunity]
(emerald) Brutal Grappler [extra 1/2 Trait DMG in Grapple]
(flavor ruby) Entrepreneur [6d350s(Gold/wk)]
(ruby) Greater Dual-Wield [Extra Weapon Strike]
(ruby) Savage Barrage [1d4s Multiattack]
(ruby) Unarmed Master [Dbl STR > DMG]
(spellborn) Stand Still [Stop Flee or Charge]
(unarmed tech) Chin Music [Lose Turn]
(unarmed tech) Overchannel [HP to DMG]
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Flaws:
1. Beastly Instinct - Her feral instincts have her craving blood, chaos, and mayhem. Being up close and personal was the best way to accomplish such addictions.
2. Nyctalopia - Sight is not her most heightened sense.
3. Bad with Animals - Animals didn't like her due to the dark aura that circulated her
made them uneasy having a predator like her around.
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Item Info:
Weapons/Unarmed Tech(s):
~Feral Lunge (2d10s) Legacy Paragon ☼ ☼ ☼☼ ☼
Flying Blows ☼ ☼ ☼
Flying Blows is an improvement for unarmed that allows you to hit up to 2 other opponents with half the damage you've rolled WITH COMBAT DICE, ONCE per combat. You may still roll your unarmed tech dice, but you only use the combat dice dmg to figure out your extra half dmg.
Improved Strike ☼ ☼
You learn, through repetitive success how to most effectively strike an opponent and guides itself to weak points. This enchantment gives the tech no bonuses to attack or damage until after a successful hit is scored. After a successful hit is scored, the wielder receives an inherent +1 bonus to his Strike against the subject he is fighting (only). If he scores another hit, he adds another inherent bonus of +1 that stacks to his previous one. This continues up until +5. The inherent bonuses last for 1 combat against that particular creature. Once per combat.
Legacy (Profane[Unholy] Energy)
Allows: Chin Music: There is a spot, on the jaw, that if struck just right, puts the assaulted into dream land. As a Brawler, you've learned to master this skill. In one quick flash you set knuckles or foot to that spot and knock your target clean out, stunning them. Use once per combat, target loses turn from Brawler's attack. Willpower save against brawler's DC10 + Strength each round. [Lose Turn]
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~Feral Lunge (2d10s) Legacy Paragon [Double Tech] ☼ ☼☼ ☼ ☼
Arcane Focus ☼ ☼
This improvement is designed for those who can blend magical and martial arts into a single entity. It allows an unarmed combatant to add any non-regged spell bonus to their unarmed tech damage. This means any extra damage for non-regged spells NOT Intelligence. You would still use STR for melee damage for added damage.
Suppression ☼ ☼ ☼
A suppression weapon suppresses psionic and magical ability, a creature hit by a suppression weapon cannot use any psionic or magical skills, enchants or spells for 1d3 rounds of combat. They get a save of DC15 Willpower for each round after the first.
Legacy (Chaos Energy)
Allows: Overchannel: You burn your life force to strengthen your psionic powers. You may burn off as much of your hit points as you desire, and add that to the damage of one attack. Your hit points remain lowered throughout the remainder of combat.
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1 Extra Attack Item: N/A
1 Extra Defense Item: N/A
Secondary Weapon:
Ranged Weapon: Longbow, Composite [2d8] 7000gp
Hidden Weapons: (2)
- Parrying Dagger- [1d4] 1,500gp
- N/A
Head/Headband: N/A
Face/Eyes: N/A
Neck: Hateeri's Wyrmfang Amulet [Worth: 2,000gp]
This necklace of black dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons (so overcomes DR/magic).
Torso/Body: N/A
Armor: Medium Unarmed Armor Tech (+20 DEF/+13 Magic Warding); -5 to Initiative, Max QCK 12, DEF Cap= 30
Calloused ☼☼
This improvement enables the user to rely on the thick muscle, countless scar tissue or calloused leather flesh over their body and once per combat this may be used to dodge one full attack by simply shrugging the attack without taking damage.
Rumbling ☼ ☼ ☼
Rumbling armor tech enchant gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction.
Cloak/Shoulders: -Blue Silk Cloak-(+7 Magic DEF) mundane, based on reality - When riding (or flying) away from archers, the cloak will billow out from the wind caused by riding. This causes arrows to be unable to pierce the cloak to hit the wearer. Effect - this causes immunity to arrows while riding/flying away, leaving the battle, due to the silken material and the billowing wind. Non-magical. (Gifted from Gabriel Mallaose)
Waist: Anaconda Coils [Belt] - [Worth: 6,000gp]
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 bonus to grapple checks. In addition, the belt grants the wearer the ability to constrict once per combat during a grapple, doing an extra 1d6 points of damage plus the wearer’s Strength bonus.
Legs: Anklet of Swamp Passage [Leg]
This ankle bracelet is a woven vine that allows the wearer to move through briars and other overgrown areas, as well as over mudflats and sinking mud, at a normal movement rate. It also leaves no trail behind and you cannot be tracked by scent while wearing the anklet.
Arms/Wrist: Bracers of the Chimera [arm] - [Worth: 13,000gp]
This set of lacquered wooden bracers bears silver-inlaid etchings depicting the chimera. Bracers of the Chimera give +4 DEF and has three additional powers available, you may use 3 charges per day.
Dragon: (1 Charge) This grants one cone of fire breath doing 1d6 damage.
Goat: (2 Charges) This grants a bull rush strike, if you pass the bull rush you may do 2d6 bludgeoning damage.
Lion: (3 Charges) This grants a roar that does 1d6 sonic damage to up to 3 enemies, as well as deafening the targets for 1d3 rounds, a DC15 Endurance negates the deafness.
Hands: Ghost Hands [Hands] - [Worth: 2000gp]
These leather gloves are enchanted to strike incorporeal or ethereal creatures while unarmed.
Feet: Boots of Cushioning [Feet] - [Worth: 2,500gp]
These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.
Body Mod:
Combat Finger Sleeves
Combatants can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or your hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You may not also have Arcane Finger Sleeves with Combat Finger Sleeves.
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Free Slot Items:
1. Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you.
2. Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Rings:(2)
- Shapeshifter's Medallion [Worth: 10,000gp]
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. (Gift from Gabriel Mallaose) - -Ring of Continuation [Ring]
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]
Consumables: (5)
- (1) - Black Dragon Elixir [Worth: 5,000gp]
This elixir made from black dragon's blood grants a +2 to Strength for one combat (must abide by limits), as well as grant darkvision up to 120ft for the remainder of the quest or mission after it is imbibed. - (1) - Black Dragon Elixir TATTOOs
This elixir made from black dragon's blood grants a +2 to Strength for one combat (must abide by limits), as well as grant darkvision up to 120ft for the remainder of the quest or mission after it is imbibed. - War Paint of Primal Rage [Consumable]
This magical war paint typically comes in a ceramic jar that contains 5 doses. When a dose is applied to a creature's face, the magic of the war paint bolsters the creature's convictions and beliefs, granting a +2 bonus to willpower saves for one full mission or quest. The wearer of the war paint can opt to enter a primal rage once per combat. While in a primal rage, the character gains incredible strength and agility, and her features grow feral and bestial. The character may roll their combat dice twice during this one round of rage. Spellcasting is impossible while in a primal rage. The war paint fades after the mission or quest is over.
[Worth: 7000gp] - N/A
Magical Pack Items: (5+5[Cloak of Weaponry]= 10)
- Claws of the Ice Bear [Hands]- [Worth: 3000gp]
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. - Opalescent Amulet [Neck] - [Worth: 4,000gp]
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks). - Coin of Eternal Rest [Magic Item]- [Worth: 2000gp]
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Willpower check (DC 20). The coin does not work in the mouth of a living or undead being. One Use. - Requiem Jar [Magic Item] - [Worth: 4000gp]
This tonic of black sludge is typically encased in a barrel shaped bronze receptacle, around which hangs a chain with a blank plaque. To use this tonic, it must be poured into a corpse's mouth. It works it's way trhough the body, causing the corpse to deteriorate at an incredible rate. In one round, all remnants of the corpses flesh and blood dissolve into dust. In two rounds, the bones or exoskeleton completely crumbles, and in 3 rounds the remaining dust swirls and flies into the empty container formerly housing the tonic. On the previously blank plaque the creature's name magically appears. This gives portable proof for an assassin of a target's demise. The remains are sufficient for a resurrection should they be emptied out. One Use. - Wand of Force [Magic Item] - [Worth: 1,500gp]
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. 10 Charges - Cloak of Weaponry [Cloak] - [Worth: 2,000gp]
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons. - Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp] - Cleaning Tail [Magic Item] - [Worth: 500gp]
The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness. - Poisoner's Gloves [Hands] - [Worth: 2,500gp]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round. - Hourglass of Last Chances [Magic Item]
This hourglass is filled with sand. The sand flows only one way and turning it to start the flow activates its magic. It suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, insanity, nauseated, poisoned, sickened, and stunned for self and allies within 30 feet radius. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended. This lasts 1d5 rounds.
[Worth: 12,000gp]
Books: (3)
- Codex Anathema [Book] - [Worth: 4000gp]
(Knowledge Skill)
Owning this book grants you a +3 to Knowledge (Planes), Knowledge (Arcana) and Knowledge (Dungeoneering). You must have Knowledge, but you do not necessarily have to have these types of Knowledge to use. - N/A
- N/A
Mundane Pack:
- Belt Pouches
- (2 Vials) Rafflesia Poison [ Worth: 4000gp ][Rare] Type: Blade
Effects: Strain Damage
This rare poison quickly enters the bloodstream, and begins to do damage every time the target strains himself (from anything other than simple movement, such as an attack). This does 1 non-defensible damage each time the target completes an action (defense, attack) until either a Cure Poison, or a Full Heal is completed.
DAMAGE (DoT)- One Dose - Bedroll
- Blankets
- Empty Vials
- Flint & Steel
- Soap
- 4 Candles
- Sewing Needle
- 50ft String/Twine
- Tent
- Unlit Torch
- Spyglass
- Aquamarine (Gem:[Worth: 500gp])
- Pua Stone (Gem: [Worth: 500gp])
- Agate Eye (Gem:[Worth: 10gp])
- Zanon (Gem:[Worth: 10gp])
- Flint (Gem: [Worth: 10gp])
- Emerald (Gem: [Worth: 1000gp])
- Rosetta (Gem: [Worth: 500gp])
- 50ft Hemp Rope
- Wineskin (Fae Wine)
- Flask (Dwarven Brandy)
- Flask (Dwarven Whiskey)
- Flask (Blood w/Fae Dust to keep it fresh.)
- Extra set of clothes.
- Carnelia Tiara - A gold tiara with a lone carnelian as the main attraction. Worth 250gp.
- Mundane Dagger, not usable as a weapon.
- Greataxe (2d8s) [ Worth: 7,000gp ]
- Bracers (+3DEF)
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Owned but not on her person:
- Kinsight Goggles [Eyes] - [Worth: 1000gp]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification. - Frost Fist Amulet [Worth: 5,000g]
Shaped like a fist, this iron amulet is covered in hoarfrost. On command, this amulet causes the wearer’s hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the "frost" enchantment and are treated as cold iron for the purpose of bypassing damage reduction. The wearer’s hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended whenever the wearer desires.
Frosty techs do extra damage to creatures with a weakness to ice/cold. - Boneless Leather [Armor] ☼ ☼
This suit of +6 DEF leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls. (Light Armor)
[Worth: 8,000gp] - Capote of Dragonfly Wings [Cloak]
This iridescent cape hangs from the wearer's shoulders and seems formed of thousands of flexible dragonfly wings. It shimmers green, blue, and gold in the light and despite its delicate look is tough as canvas. The item has several abilities, one of which is that it repels small, mundane vermin. Vermin of lower than 10 hit points cannot approach, and vermin of 10 hit points or higher must make a willpower save of DC15 to approach, and take 1d5 damage in the process. Secondly, if you have the ability to fly, your speed slightly increases and you gain better maneuverability. If you do not have the ability to fly, this gives it to you, but you cannot move as fast while flying causing you to be unable to make any evades while flying. Wind-related effects do 1.5 extra damage when you are wearing this item. Additonally, a slight buzzing sound follows the wearer at all times, giving you a -2 to Stealth Checks.