Post by Head Moderator on Jan 15, 2015 23:08:20 GMT -5
"Make your life a work of art."
Screen Name: tesarikone
Font and Color: Arial Narrow, Gray
PB: Lana
Name: Lirretyn Ae'tha Verlys
Meaning of Name: "The Shining Heavens Whisper A Healing Breeze of Peace"
Nickname: Lirre (Lir-ah)
Alignment: Neutral Good
Age: 130
Height: 5'11"
Hair: Brown
Current Hairstyle: Messy, Short, Cut with a Knife
Eyes: Scintillating Violet, Large and Expressive
Skin Tone: Fair
Birth Date: May 8
Birth Place: What is now the Shattered Canyons in the Scarred Lands, her city was called "Touch the Heavens"
Languages: Common, Auran, Elven, Sylvan
Race: Kestrel
Scar/Mutation: Her once-white wings have gone sooty grey.
Disabilities: Hollow Bones
Weakness: A kestrel who takes 50% or more hit point damage glides to the ground and cannot fly until they are healed.
Description: Lirre is very nearly six feet tall, with medium length, messy, perpetually wind-swept hair. It looks as if she used a knife to cut it off, as it is uneven in many places. Her large eyes are scintillating violet in color, but hold a sadness so deep that even when she smiles the sadness is still there, within her soul. She appears elven, though her slender body is curvier than an elf, and her ears are not quite as tapered as a full elf, so she could easily be mistaken for a half-elf in that regard save for the large feathery wings that have a 12 foot wingspan. They are tinged a sooty grey, though she may tell you, they were once as white. The nails of her fingers and toes end in points more akin to bird talons than true fingernails, and for that reason she does not wear thick shoes or boots unless they are especially made for her.
Personality: Fails to make eye contact. Melancholy. Sad. Depressed. Friendly. Soft-spoken. Sincere. Trustworthy. Lazy. Introvert. Pessimist. Tenacious. Sensual. Lonely.
Biography: Deep in Northern Kir'viir, hidden atop a faraway cliff, was the sprawling city of the kestrels of that area. Very few outside of the kestrels visited, only wandering elves usually, or other flying fey creatures. A city of airy architecture to rival even the cities of the land-bound elves, all destroyed on that fateful day known as The Scarring. The very cliffs the city resided upon cracked and molten lava bubbled out. The sky fell with flaming spheres, burning everything to the ground, turning hundreds upon hundreds of kestrels to ash in an instant. Those who were not lucky enough to die instantly, found their wings burned, their bodies blackened, they could not fly to safety and so even fewer of the kestrel survived than even in the elven cities. How the young noble kestrel Lirre survived, even she cannot fully remember, only that she was saved by her elven tutor Traetin. She saw her mother burn to ash, her siblings wings burned off of them as they fell to the ground, and only the quick thinking of Traetin physically picking her up and running with her into the closest wine cellar saved her life. She emerged to burning ruins and ash, and her heart felt as if it had burned to ash as well. Loneliness of a sort she had not known to exist settled in deep. She and her tutor traversed the Scarred Lands, finally hearing of the Wall, and Iron Gate. They both eventually made it through, though the time in the Scarred Lands had turned her beautiful white feathered wings to a sooty ash-grey. Life beyond the wall was not a happy one for Lirre, and she found that she was the target of many a folk who wanted her precious kestrel feathers - whether they were white or not, so she had to learn how to hide them beneath thick cloaks. She stayed for a time with Traetin with his family in the forests, but finding no happiness there, took to the skies to try and find some meaning in the ashes left of her life.
Delights: Elven Wine
Phobia: FIRE especially fire from the sky i.e. meteors
Secret Passion: Singing and Painting
Favorite Smoking Mixtures: Raspberry Leaves, Mullein, and Lemon Balm; OR Blue Lotus (sedative); OR Catnip, Mullein and White Sage (relaxing)
Deity: Avath Athon, Melenthryn, Kut'qa, Wyndrie Aerie
Current Rank: Emerald Shield
Current Dice: 2d78
Current Hit Points: 54 (39 + WLP 5 + Amulet 10)
Defense DC: 22
Healing Points: 22
Initiative: +7 (QCK 12, -5 Med Armor)
Weapons
Weapon: Fizzwinken's Rebounding Draco-Bane War Glaive (3d10)
This 3d10 glaive has a black pole with a mithral blade at the end. The pole has a prayer against dragons engraved in Runin along it's surface and does 1d5 extra damage against draconic creatures. It also has the Called enchantment upon it.
Melee Strike: +12
(QCK 12)
Melee Damage: +18
(Dexterous Fighter 12, THW 6)
Ranged Weapon: n/a
Defense
+26 DEF / +5 DEF Magical
(Chain Mail +18 DEF, Elusive Dance +3 DEF, Anklet of Arawa +5 DEF (Mag/Mun))
Traits
Strength [0]
Quickness [12]
Endurance [1]
Willpower [5]
Intelligence [0]
Perception [3]
Charisma [5]
Tactics and Talents
Spot: (Alert 5)(PER 3)(Hawk Eyes 5) = +13
Listen: (Alert 5)(PER 3) = +8
Search: (PER 3) = +3
Escape: (QCK 12) = +12
Acrobatics: (Acrobatic 5)(QCK 12) = +17
Athletics: (QCK 12 - Agile Athlete) = +12
Diplomacy: (CHA 5)(Alluring Tongue 5)(Noble 5) = +15
Bluff: (CHA 5) = +5
Stealth (Hide, Move Silent): (QCK 12) = +12
Insight: (PER 3)(Noble 5) = +8
Gather Info: (CHA 5)(Noble 5) = +10
Knowledge (Nobility): (INT 0)(Noble 5) = +5
Knowledge (Scarred Lands (Region),Mythology, Religion): (INT 0)(Kn 10) = +10
Knowledge (Monster Lore - Uncommon/Rare): (INT 0)(Kn 10)(Story Collector 5) = +15
Save agst Magic: (WLP 5)(Iron Will 3) = +8
Primary Class: Support
Primary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing the Noble profession have 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'.
Secondary Class: Combat
Class Bonus: Extra 1d, 1/combat.
Secondary Profession: (Swordmaster)
Skills
(X)(racial) Swiftwing Flight
Kestrels are swift, flying twice as fast as most humans walk, provided they are not wearing Heavy Armor, and are not Fatigued or Exhausted. In heavy armor they fly as fast as they can walk. Kestrel wings span an average of 10-12 feet, and are unable to fly in an area where they cannot fully extend their wings. They can use their wings to glide, negating damage from falls as long as they can use their wings.If a kestrel becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The kestrel descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
(racial) Low Light Vision
See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
(racial) Alert [+5 Spot and Listen]
(teamwork) Tag Team Fighting
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.
(X)(flaw) Flyby Attack [2 Enemies in 1 Round]
You are able to attack two enemies during one round using a flyby attack. You must pass Strike for each enemy in order to do damage to each one. If you wish to attack the same person with both attacks, you must roll your Strike twice; if you pass both strikes you may roll damage as if they are two separate attacks and the target gets defense against both as if they are two separate attacks (in other words, each dmg should be done separately, with defense added to each one. Don't just add it all together into one big damage number) If you only pass one strike, you only attack once. If you fail both strikes against the same person, you miss both attacks.
(support) Healing Affinity
(support) Performance [5d100]
You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours.
(flavor crystal) Knowledge [+10 Knowledge Checks]
c: Scarred Lands (Region), t: Mythology, a: Religion, s: Monster Lore, e: Music
(flavor crystal) Alluring Tongue [+5 Diplomacy]
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor crystal) Eyes of the Raptor [5 Miles]
The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank, so Crystal can see 1 mile, Topaz 2 miles, etc.
(crystal) Dexterous Fighter [Use QCK as DMG]
(crystal) Acrobatic [+5 Acrobatics Checks]
(crystal) Sidestep [Evade]
(crystal) Iron Will [+3]
You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(X)(crystal) Dive Attack
The Dive Attack skill allows a creature with natural wings the ability to swoop down in a diving attack and quickly fly away again, not permitting the target to perform any type of counterattack, or reflect. Evades, defense and such can still be used. This can be used once per combat.
(noble) Elusive Dance [+4 DEF]
Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(flavor topaz) Exceptional Breeding
The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
(topaz) Immunity to Charm
You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(topaz) Midas Touch [Double Gold 1/day]
Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
(topaz) Two-Handed Weapon
You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus (or QCK if Dex Fighter) to your damage with a two-handed weapon. This is an innate skill.
(flavor amber) Daredevil Athlete
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.
(amber) Chink in the Armor [Disregard defenses]
You are adept at slipping a weapon between armor plates or into seams, allowing you one melee attack per combat that disregards the defenses of your target.
(amber) Redirect [Reflect]
(amber) Scion of the Arts
You may roll a d100 to see how much gold you earn from your Performance, and it also allows you to perform up to four times a day instead of the normal two.
(combat) Combat Affinity
(flavor sapphire) Story Collector
You've heard so many tales of legendary monsters that you remember all sorts of gory details, including immunities and best way to kill. You are able to know basic information about any common monster your group faces (work with DM), and gain a +5 to any checks to know information about uncommon or rare creatures.
(sapphire) Stronghold
By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
(sapphire) Blindfight
(sapphire) Agile Athlete
You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength.
(flavor emerald)
(emerald) Noblesse Oblige
The noble knows that his position imposes certain obligations towards his lesser companions. The noble may grant any passed save he's made to any one ally within 60 feet. At Ruby, you may grant your passed save to two allies per adventure, at Obsidian, to three allies per adventure.
(emerald) Anticipate Evade
Your agility allows you to anticipate an enemy's evade, so that you can easily circumvent their actions. This negates the use of any type of evade skill, spell, CM, loot, etc and causes your target to take half the damage intended for them.
(emerald)
Flaws
1. Bruise Easily
Each time you take bludgeoning damage, including that from falls, you take extra damage.
Penalty: Take an extra 1/2 dmg from bludgeoning damage.
2. Frail
Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice + END + WLP as your hit points. You cannot use temporary hit points either, even from spells.
3. Merciful
Many times you don't have it in your heart to kill.
Penalty: Whenever your character is in combat and delivers a blow to an enemy that brings it within 5 points of death, you must make a Willpower save (DC 15) or be forced to attempt to stabilize that enemy immediately with a potion or healing points.
"I live to love you, I love to love you, I live to love you, boy."
Item Slots
Head:
Face/Eyes: Hawk Eyes +5 Spot
Neck: Choker of Performance
(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]
Torso: Bone Amulet 10hp-
Body (Armor): Chain Mail +18 DEF
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist: Friendship Bracelet
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person. [Worth: 3,500gp]
1--Vitaliy Gusarov (vityagusarov)
2--Olan Rauko (swordofatrophy)
3--
4--
Hands:
Feet: Fizzwinken's Canny Vigilance Protective Unit
These soft gray leather boots have a magnificent brass buckle graven with sun-like designs, and are decorated with soft gray feathers that hang from it. These boots grant a boost of +5 to Acrobatics checks, as well as +5 DEF to magical and mundane attacks.
Body Modification:
Rings: (Up to two active)
1. Bronze Ring of Escape +5 Escape.
2.
(free) Obsidian Heart Ring
Consumables: (Up to five types, no limit on how much of each type.)
1. 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process. A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000gp]
2.
3.
4.
5.
Books:
1. Tome of World Memory
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
2.
3.
Mundane
-- Bedroll
-- Belt Pouches
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- Flint / Steel
-- Hammock
-- 1 Hip Lantern and Oil Flask
-- 5 Days Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
Stuff at Home:
-Small Elephant Plushie (Given by Quinn)
-Small Elephant Plushie (Given by Olan)