Post by azrieal on Jan 18, 2015 6:09:01 GMT -5
Name: Azrieal Rose Falmarin "The Black Rose"
Screen Name: Tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more): Sylvan (free), Voivan (free), Elven, White Tongue
Country of Origin: None (Gypsy)
Description:
Personality: Campion- ENFP-myers-briggs
Current Rank: Sapphire Marshal
Current Dice: 2d66
Current HP: 33 (Half Dice = 33, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
INT= + 17 (+12 QCK, +10 Lightning Intiative, -5 amour penalty)
Physical Strike = +12 QCK 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +7 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +12 QCK Dmg + QCK Bonus
Ranged Damage = +12 QCK Dmg + Quickness Bonus
Magic Damage = +7 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +9 (+7 INT +2 arcane bonus)Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [2]
Charisma [0]
Skills
Diplomacy (CHA)-+18 (+10 Elven beauty, +5 Alluring tongue, +3 Pheromones)
Intimidation (STR or CHA) - +0
Bluff (CHA)- +3 Pheromones
Disguise (CHA)- +0
Stealth (QCK) - +27 (+5 Stealth, +12 QCK, +5 Speed of a cheetah, +5 boots of stealth)
Insight (PER )- +2 PER
Alert - + 7 (+5 Alert +2 PER)
Spot [PER] + 7 (+5 Alert +2 PER)
Listen [PER] +7 (+5 Alert +2 PER)
Athletics [QCK or END] +22 (+5 Athletics, +12 QCK (agile athlete), +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Climb [QCK or END] - +22 (+5 Athletics, +12 QCK (agile athlete), +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Jump [QCK] +22 (+5 Athletics, +12 QCK (agile Athlete), +5 Speed of a cheetah)
Swim [QCK or END] - +22 (+5 Athletics, +12 QCK, +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Acrobatics [QCK] - +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Tumble [QCK] +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Balance [QCK] +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Rogue Talents
Disable Traps [QCK] +22 (+12 QCK, +5 Disable Device, +5 Speed of a cheetah)
Lockpicking [QCK] +22 (+12 QCK, +5 Lockpicking, +5 Speed of a cheetah)
Thievery [QCK] +17 (+12 QCK, +5 speed of a cheetah)
Locate Traps [PER] +2 PER (trap sense - no roll needed)
Escape [QCK] - +17 (+12 QCK, +5 speed of a cheetah)
Sleight of Hand [QCK] - (+12 QCK, +5 speed of a cheetah)
Appraise [PER] - +2 PER
Gather Info [CHA] +0
Knowledge [INT] +7 (+7 INT)
Ride [QCK] - +20 (+12 QCK, +5 speed of a cheetah, +3 pheromones)
Nature [INT] - +7 (+7 INT)
Use Object [QCK]- +17 (+12 QCK, +5 speed of a cheetah)
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Arcane
Class Bonus: +2 boost to spell DC
Secondary Profession:
Profession Bonus:
Race: Flower Nymph (Anthousai) (Born from the red rose) (touched by fire)
Racial Weakness (if applicable): Cold Iron (Double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Stunning Glance
(racial) Darksight
(racial) Elven Beauty
(flaw) Treasure Hunter
(support) Stealth
(support) Stealth Synergy
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Agile Athlete
(crystal) Fearless
(rogue) Disable Device
(topaz) Speed of Cheetah
(topaz) Lockpicking
(topaz) Dexterous Fighter
(amber) Improved Disable Device
(amber) Advantageous Avoidance
(amber) Sidestep
(arcane) Magical Affinity
(sapphire) Bypass Wards
(sapphire) Victor's Luck
(sapphire) Knock Out Blow
Flavors:
(flavor crystal) Lip Reading
(flavor crystal) Alluring Tongue
(flavor crystal) Pheromones
(flavor topaz) Lightning Initiative
(flavor amber) False Shackles
(flavor sapphire) Clairvoyant
Flaw 1: Curious
Flaw 2: Distictive- Crimson eyes- Born of the red rose touched by fire
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Elven thinblade 1d6 (free)
Secondary Weapon: Kris Dagger 1d5 2,000 GP
Ranged Weapon: Longbow 2d5
Hidden Weapon: Kris Dagger 1d5 2,000 GP
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Tavelers Plate +22 -5 int, 12 QCK cap, 30 def cap
Cloak: Cloak of Ghostly Intent [Cloak]
This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active.
[Worth: 2000gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet: Boots of Stealth 2,000gp | 500gp | 4CP
(gifted by Thais Ylva)
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
[Slot: Feet]
[Crafting: CMI (Magical Clothing)]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Fizzwinken's Pursuant Moleculo Battle Ring
This thick silver ring has a black diamond set on the surface of the bezel. It is a pillbox type ring, that pops open to reveal a black spike that extends and can be used during unarmed attacks. Poison can be placed in the spike, and it can deliver one single dose of poison, potion, holy water or similar liquid as long as the liquid would not harm the ring (such as an acid, or alchemist's fire). Filling the ring during combat takes your full turn that round. It also has the ability to allow you to stalk a creature known to the user of the ring. You must speak a command word and then the name of a creature known to the user into the stone atop the bezel. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Rogue’s Tools: 1,000gp | 250gp | 2CP
(9 charges remaining) (gifted by Thais Ylva)
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks. This kit has 10 uses.
[Slot: Magic Item]
[Crafting CMI]
2. Key of Jammed Locks [Magic Item]
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding 10 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to reshape itself into a key again, leaving the lock intact and rendering the mechanism operable again. It can be used once per day.
[Worth: 1500gp]
3.
4.
5.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Hair color: Fiery Red
Eye color: Crimson
Age: 30
Height: 5'9"
Weight: 130 lbs
Love interest: Cole
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: Tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more): Sylvan (free), Voivan (free), Elven, White Tongue
Country of Origin: None (Gypsy)
Description:
Personality: Campion- ENFP-myers-briggs
Current Rank: Sapphire Marshal
Current Dice: 2d66
Current HP: 33 (Half Dice = 33, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 22 (10 + quickness)
INT= + 17 (+12 QCK, +10 Lightning Intiative, -5 amour penalty)
Physical Strike = +12 QCK 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +7 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +12 QCK Dmg + QCK Bonus
Ranged Damage = +12 QCK Dmg + Quickness Bonus
Magic Damage = +7 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +9 (+7 INT +2 arcane bonus)Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [2]
Charisma [0]
Skills
Diplomacy (CHA)-+18 (+10 Elven beauty, +5 Alluring tongue, +3 Pheromones)
Intimidation (STR or CHA) - +0
Bluff (CHA)- +3 Pheromones
Disguise (CHA)- +0
Stealth (QCK) - +27 (+5 Stealth, +12 QCK, +5 Speed of a cheetah, +5 boots of stealth)
Insight (PER )- +2 PER
Alert - + 7 (+5 Alert +2 PER)
Spot [PER] + 7 (+5 Alert +2 PER)
Listen [PER] +7 (+5 Alert +2 PER)
Athletics [QCK or END] +22 (+5 Athletics, +12 QCK (agile athlete), +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Climb [QCK or END] - +22 (+5 Athletics, +12 QCK (agile athlete), +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Jump [QCK] +22 (+5 Athletics, +12 QCK (agile Athlete), +5 Speed of a cheetah)
Swim [QCK or END] - +22 (+5 Athletics, +12 QCK, +5 Speed of a cheetah), END +10 (+5 Athletics, +5 Speed of a cheetah)
Acrobatics [QCK] - +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Tumble [QCK] +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Balance [QCK] +22 (+5 Acrobatics, +12 QCK, +5 Speed of a Cheetah)
Rogue Talents
Disable Traps [QCK] +22 (+12 QCK, +5 Disable Device, +5 Speed of a cheetah)
Lockpicking [QCK] +22 (+12 QCK, +5 Lockpicking, +5 Speed of a cheetah)
Thievery [QCK] +17 (+12 QCK, +5 speed of a cheetah)
Locate Traps [PER] +2 PER (trap sense - no roll needed)
Escape [QCK] - +17 (+12 QCK, +5 speed of a cheetah)
Sleight of Hand [QCK] - (+12 QCK, +5 speed of a cheetah)
Appraise [PER] - +2 PER
Gather Info [CHA] +0
Knowledge [INT] +7 (+7 INT)
Ride [QCK] - +20 (+12 QCK, +5 speed of a cheetah, +3 pheromones)
Nature [INT] - +7 (+7 INT)
Use Object [QCK]- +17 (+12 QCK, +5 speed of a cheetah)
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Arcane
Class Bonus: +2 boost to spell DC
Secondary Profession:
Profession Bonus:
Race: Flower Nymph (Anthousai) (Born from the red rose) (touched by fire)
Racial Weakness (if applicable): Cold Iron (Double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Stunning Glance
(racial) Darksight
(racial) Elven Beauty
(flaw) Treasure Hunter
(support) Stealth
(support) Stealth Synergy
(crystal) Alert
(crystal) Acrobatic
(crystal) Athletic
(crystal) Agile Athlete
(crystal) Fearless
(rogue) Disable Device
(topaz) Speed of Cheetah
(topaz) Lockpicking
(topaz) Dexterous Fighter
(amber) Improved Disable Device
(amber) Advantageous Avoidance
(amber) Sidestep
(arcane) Magical Affinity
(sapphire) Bypass Wards
(sapphire) Victor's Luck
(sapphire) Knock Out Blow
Flavors:
(flavor crystal) Lip Reading
(flavor crystal) Alluring Tongue
(flavor crystal) Pheromones
(flavor topaz) Lightning Initiative
(flavor amber) False Shackles
(flavor sapphire) Clairvoyant
Flaw 1: Curious
Flaw 2: Distictive- Crimson eyes- Born of the red rose touched by fire
Flaw 3: Love of Nature
Weapons with dice effects / enchantments:
Primary Weapon: Elven thinblade 1d6 (free)
Secondary Weapon: Kris Dagger 1d5 2,000 GP
Ranged Weapon: Longbow 2d5
Hidden Weapon: Kris Dagger 1d5 2,000 GP
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Tavelers Plate +22 -5 int, 12 QCK cap, 30 def cap
Cloak: Cloak of Ghostly Intent [Cloak]
This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active.
[Worth: 2000gp]
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Crimson Claw 2,000gp | 500gp | 4CP
This small red dragon scale resembles a false fingernail for a finger or claw. It is decorated with a flame pattern in delicate gold leaf and magically adheres to cover the wearers existing nail. This item gives you the ability to cover your hands, or a weapon held in your hands with fire.
Feet: Boots of Stealth 2,000gp | 500gp | 4CP
(gifted by Thais Ylva)
These boots look like any other type of boots (your choice) but they are enchanted to be extra-stealthy. It gives you a bonus to your Stealth roll when you are attempting to Move Silently of +5.
[Slot: Feet]
[Crafting: CMI (Magical Clothing)]
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1. Fizzwinken's Pursuant Moleculo Battle Ring
This thick silver ring has a black diamond set on the surface of the bezel. It is a pillbox type ring, that pops open to reveal a black spike that extends and can be used during unarmed attacks. Poison can be placed in the spike, and it can deliver one single dose of poison, potion, holy water or similar liquid as long as the liquid would not harm the ring (such as an acid, or alchemist's fire). Filling the ring during combat takes your full turn that round. It also has the ability to allow you to stalk a creature known to the user of the ring. You must speak a command word and then the name of a creature known to the user into the stone atop the bezel. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Rogue’s Tools: 1,000gp | 250gp | 2CP
(9 charges remaining) (gifted by Thais Ylva)
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks. This kit has 10 uses.
[Slot: Magic Item]
[Crafting CMI]
2. Key of Jammed Locks [Magic Item]
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding 10 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to reshape itself into a key again, leaving the lock intact and rendering the mechanism operable again. It can be used once per day.
[Worth: 1500gp]
3.
4.
5.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Hair color: Fiery Red
Eye color: Crimson
Age: 30
Height: 5'9"
Weight: 130 lbs
Love interest: Cole
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)