Post by Ellis Strata on Jan 18, 2015 4:26:25 GMT -5
State: Cole Jinxus - Emerald Shield- Arcane/Thief Adept, Support - 2d78 - 50 HP (11 Int, Mind over Body) - 21 DDC - No Weakness - Flaws: Magically Inept, Mr. Nice Guy, Vice-Gambling
Vitals
Name: Cole Jinxus
Screen Name: swordofatrophy
Alignment: Chaotic Good
Race: Human
Size: Medium
Racial Weakness: n/a
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'7" 152 ibs, Brown hair, green eyes (the Iris looks like a hurricane)
A dashing and handsome gypsy, Cole is good looking enough to be noticed when he chooses, but slim and average enough to blend into the shadows when needed. A quick wit and a charming smile, coupled with a fast talking mouth and even faster hands. A rogue if there ever was one.
Personality:
Born into the Phuri Dae family of gypsies, Locke developed a strong affinity for the enigma and mystery of the traveling life. Gifted with psychic and psionic talents, he practiced in stealth, subversion and eventually theft. A better talker than a fighter, always ready with a joke or a comment. He's naturally friendly, moreso with ladies, and moreso with the other gypsies. But it's often a front, as people tend to remember being slighted over being complimented.
Star Sign
Date: 1/1
Sign: Kraken
Bonus: You are adept at remaining unseen and unheard, you pass one Stealth check a day.
Under: New Moon
Bonus: You gain a +1 Stealth/Hide checks.
Languages: Common, Voivan, Sark, Bryonish, Thieves Tongue
Country of Origin: Gypsys have no home
Chosen Deity: None
Storyline: The Gypsy SL
Classes and Professions.
Primary 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. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Primary Profession: Thief Adept
Class Skill: "Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Secondary Class: Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession:
Traits
Strength [0]
Quickness [11]*
Endurance [0]
Willpower [0]
Intelligence [11]
Perception [0]
Charisma [5]
Reputation.
Reputation: 27
Reputation Bonus:
20: +2 to Diplomacy, Bluff / -2 to Gather Info, Intimidate
Reputation 25: +1 Quickness
Skills.
Race Skills
(racial) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
(racial) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
(racial) Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Free: Romani Lore
Crystal: Ruins
Topaz: History
Amber: Monster Lore
Sapphire: Nobility
Emerald: Planes
(flaw) Keen Memory: You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
Class/Profession Skills
(support bonus skill) Stealth: This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(support bonus skill) Stealth Synergy: The group will take the highest roll made for a Stealth Check and that will count for the entire group of allies.
(thief adept) Lock Sense: You can sense the presence and general direction of locks in your immediate vicinity, even hidden ones.
(arcane) Psionic Affinity: You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
Flavor Skills
(flavor crystal) Rapscallion: You may add your Intelligence bonus as an addition to any Bluff Checks that you make.
(flavor crystal) Alluring Tongue: 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) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor topaz) Teleport: This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(flavor amber) Thievery: The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
(flavor sapphire) Fast Hand: This skill allows the Thief to switch the places of two objects, using sleight of hand and illusion magic. The Thief rolls a d20 + quickness, which becomes the DC to detect the switch while it's happening. Cannot be used to empty a purse but could, for example, be used to switch one purse for another.
(flavor emerald) Code Breaker: You are adept at deciphering the secret codes and scripts of others, granting you a +5 to your results when attempting to crack any code.
(Reputation: 20 Flavor Skill) Telepathy: You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Alert: You gain a +5 to Spot and Listen Checks.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(crystal) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(topaz) Ranged Sniper: You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
(topaz) Bloodthirsty Bullet: You fire your weapon at a target’s vital points, the energy of your shot tearing through armor and flesh alike to leave your enemy clutching at their wounds. Once per combat, your bullet bypasses any armor or non-magical defenses they may have.
(topaz) Swordsmans Folly: The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed).
(amber) Armorbane Shot: Your foe will regret their bodily limits as your bullets leave dents, pocks and bruises across their armor or body. This can be used once per combat, and decreases a target's Defense DC by 2 for the remainder of combat.
(amber) Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
(amber) Spell Feint: You are able to fool your target into thinking you are casting a spell, only to surprise them with a melee or ranged attack instead. This attack gains an extra 1d to your combat dice once per combat.
(sapphire) Advanced Thievery: A thief adept is trained at thievery, and is able to now use the Thievery skill during combat as often as they successfully attack a target with an unarmed or short weapon attack. Using this skill does not allow you the doubled, tripled or quadrupled bonus from your one use of Thievery - you take simply the amount you roll (such as rolling 40 40 = 80 gold).
(sapphire) Combat Teleport: Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
(sapphire) Speed of a Cheetah: You can run as fast as a cheetah for short bursts of speed. Cheetahs can run up to 70/75 miles an hour and can go from 0 to 62mph in 3 seconds. This gives you a +5 to any Quickness checks you are asked to make (this is just for checks such as for avoiding damage, not your Quickness Trait).
(emerald) Distracted Shot: A thief adept with this skill knows how to take advantage of her opponents when they are distracted by her allies. When an opponent is engaged in melee with an ally, the thief adept can target that opponent with a ranged attack, treating him as though they have Defense DC (DDC) of 10. This can be used once per combat.
(emerald) Flummox the Fighter: When an opponent attacks you and misses, you are able to cause the attacker to become confused for one round if they fail a Willpower Check of DC10 + Your Quickness. It is up to the DM what the confusion entails, but it could be a lost turn, or even attacking allies.
(emerald) Surprise Strike: As long as the Thief is not detected by the enemy, they can use this skill, which allows an extra roll of weapon damage if the attack hits. (ie: roll 2d4 with a dagger rather than 1d4, etc.) Can only be used once per combat.
[Teamwork] Brilliant Inspiration: You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
Skill Checks.
Spot: (Alert 5)(PER 0) = +5
Listen: (Alert 5)(PER 0) = +5
Search: (PER 0)(Investigator 5) = +5
Locate Traps: (PER 0)(Telekit 5) = +5
Disable Traps: (QCK 11)(Telekit 5)(Cheetah 5) = +21
Lockpicking: (QCK 11)(Telekit 5)(Cheetah 5) = +21
Escape: (QCK 11)(Cheetah 5) = +16
Acrobatics: (Acrobatic 5)(QCK 11)(Cheetah 5)(Telekit 3) = +24
Athletics: (Athletic 5)(Telekit 3)(END 0) or (STR 0) = +8
Diplomacy: (Alluring Tongue 5)(CHA 5)(Rep 2) = +12
Intimidation: (CHA 5)(Rep -2)(Flaw) = +3
Bluff: (CHA 5)(Rep +2)(Rapscallion 11) = +18
Disguise: (CHA 5) = +5
Stealth (Hide, Move Silent): (QCK 11)(Stealth 5)(Cheetah 5)(Telekit 3)(Star 1) = +25
Insight: (PER 0)(Investigator 5) = +5
Handle Animal: (CHA 5) = +5
Ride: (QCK 11)(Cheetah 5) = +16
Swim: (STR 0) or (END 0) = 0
Appraise: (PER 0) = +0
Gather Info: (CHA 5)(Rep -2)(Investigator 5) = +8
Use Object: (QCK 11)(Cheetah 5) = +16
Knowledge (INT 11)(Knowledge 10) = +21/+11
Save against Disease/Poison: (END 0) = 0
Willpower Save: (WLP 0) = +0
Flaws.
Flaws
Magically Inept - You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Mr. Nice Guy - You are generally nice to everyone and can't act mean very effectively.
Penalty: -2 to all Intimidate Checks. You cannot take any skills or use loot/items that boost your Intimidation.
Vice (Gambling) - Booze, gambling, tobacco, or brothels . . . there's a rich bounty of pleasures to be bought with coin!
Penalty: Same penalty as for Tithe (10% of any gold you earn for missions and quests is lost), but your 10% is spent on your vice.
Weaponry.
Primary Weapon:
Long Musket 2d6 (Gunpowder Weapon)
Attached:
Far-Reaching Sight [Magic Item]
This sight can be attached to a single one or two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. Once per combat, a ranged attack made from this weapon treats the target as though they have DC10.
[Worth: 3,500gp]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face: Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
Eyes:
Neck:
Torso:
Body Armor: Shadowsilk Spiderweave Armor (+13 def, able to hide in plain sight)
Cloak: Fizzwinken's Enshrouding Guardian Prowl-Kit
This matching capelet and balaclava is made of darkweave, and is a midnight blue in color. It grants a +5 to stealth, and +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
Waist:
Arms/Wrist:
Hands:
Feet: Boots of Catwalking [Feet]
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
[Worth: 2,500gp]
Body Modification:
Rings: (Up to two active)
1.
2.
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1.Full Heal Potion 500gp (x2)
Gives a full heal on an adventure. Can be used in a hypo-pistol.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, lantern, cloak, goggles
Climbing Pitons, a deck of cards (one regular, one with naughty ladies on them)
Magical items left in storage at the Obsidian Heart Inne
Rank and Statistics.
Rank: Emerald Shield
Dice: 2d78
Experience Points: 503
Gold: 69,000
Rezzes: 5/5
Defense DC: 21 (10 + 11 Quickness)
Defense: 16 Mundane, 0 Magical
Hit Points: 50 (Half Dice = 39, Intellegence (MoB) = 11, Willpower = 0)
Initiative Roll: +11 (11 QCK)
Attack - Melee
Attack - Ranged - Long Musket
Attack roll: 1d20 + 11 (10 QCK, 1 Sneaky Strike)
Combat Dice roll: 2d60
Weapon Damage: 2d6
Damage Bonus: +15 (10 QCK, 5 Ranged Sniper)
Attack Specials: