Post by jenn on Jan 22, 2015 23:41:55 GMT -5
Name: Jenn'la Kaldaka Darastrix
Screen Name: Tales0fBeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Draconic (free), feral, Elven
Country of Origin: Scarred Lands
Description:
Personality:
Champion- ENFP
Current Rank: Amber Marshal
Current Dice: 2d56
Current Hit Points: 28 (Half Dice = 25, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 16 (10 + quickness)
INT= + 16 (+6 QCK, +10 Lightning Initiative)
Physical Strike = +10 STR (power Attack) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +10 STR Dmg + STR Bonus
Ranged Damage = +6 QCK Dmg + Quickness Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 (+0 INT +2 arcane bonus)Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [10]
Quickness [6]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Skills
Diplomacy (CHA)- +10 (+5 alluring tongue, +5 Noble Bonus)
Intimidation (STR or CHA) - +10 STR
Bluff (CHA)- +0
Disguise (CHA)- +0
Stealth (QCK) -
Insight (PER )-
Alert [PER]- + 5 (+5 Alert)
Spot [PER] + 5 (+5 Alert)
Listen [PER] +5 (+5 Alert)
Athletics [STR or END] +15 (+5 Athletics, +10 STR), END +5 (+5 Athletics)
Climb [STR or END] - +15 (+5 Athletics, +10 STR), END +5 (+5 Athletics)
Jump [STR] +10 (+5 Athletics, +5 STR)
Swim [STR or END] - +15 (+5 Athletics, + 10 STR), END +5 (+5 Athletics)
Acrobatics [QCK] - +11 (+5 Acrobatics, +6 QCK)
Tumble [QCK] +11 (+5 Acrobatics, +6 QCK)
Balance [QCK] +11 (+5 Acrobatics, +6 QCK)
Rogue Talents
Disable Traps [QCK] +6 (+6 QCK)
Lockpicking [QCK] +6 (+6 QCK)
Thievery [QCK] +6 (+6 QCK)
Locate Traps [PER] +0
Escape [QCK] - +6 (+6 QCK)
Sleight of Hand [QCK] - +6 (+6 QCK)
Appraise [PER] - +0
Gather Info [CHA] +5 Noble Bonus
Knowledge [INT] +0
-Nobility +5
Ride [QCK] - +6 (+6 QCK)
Nature [INT] - +0
Use Object [QCK]- +6 (+6 QCK)
Primary Class: Support
Class Bonus: 2 Support Skills
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'.
Automatic Skills: Any noble skill.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race:
Moon Dragon (scarred- werewolf Dragon)
Racial Weakness (if applicable): Silver (double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Dragon Breath (Frost)
(racial) Clawstrike
(racial) Shapeshifting
(flaw) Bestial Fury
(support) Darksight
(support) Athletic
(crystal) Alert
(crystal) Acrobatic
(crystal) Power Attack
(crystal) Breathtwist
(crystal) Concussive Breath
(noble) Treasure Hunter
(topaz) Immunity to Charm
(topaz) Flyby Attack
(topaz) Dive Attack
(amber)Sidestep (evade)
(amber) Double Fist
(amber) Tail sweep
(flavor crystal) Scent
(flavor crystal) Lightning Initiative
(flavor crystal) Beastspeak
(flavor topaz) Treasure Scent
(flavor amber) Alluring Tongue
Flaws
1. Beastly Instinct
2. Curiosity
3. Distinctive
Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Fist Amulet [Neck]
This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer’s fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain "fire" enchantment and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). 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 fire). The transformation can be ended whenever the wearer desires.
[Worth: 5000gp]
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Fizzwinken's Autumnal Defensive Warp Unit
An array of red, yellow, black and orange leaves has been sewn together into a rigid suit of armor resembling a breastplate. The armor is eerily cool to the touch, but not enough to harm someone, merely like the coolness of an autumn day. This suit of armor functions as a +15 DEF armor. It has the durability of steel, but is counted as light armor as far penalties go. Once per combat, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC20 Endurance save or take 1d4 points of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the armor's wearer gains a +2 bonus to her Strength for the following round of combat. Also, once per adventure during combat, you can cause the leaves to turn brown and scatter on the breeze. You merge with the leaves and disappear, evading any damage targeted towards you. This can be used outside of combat as well, allowing you to control the flutter of leaves for up to 30 minutes as long as you are doing nothing else but traveling. (Light Armor)
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
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/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.
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.
2.
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)
Height: 6'5
--Weight: (optional) 130 lbs
--Body Type: (optional) althetic, slender, tall, toned
--Eyes: midnight blue
--Hair: silver
--Gender: female
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) Draconic (free), feral, Elven
Country of Origin: Scarred Lands
Description:
Personality:
Champion- ENFP
Current Rank: Amber Marshal
Current Dice: 2d56
Current Hit Points: 28 (Half Dice = 25, Endurance = 0, Willpower = 0, Die hard=0)
Defense DC: 16 (10 + quickness)
INT= + 16 (+6 QCK, +10 Lightning Initiative)
Physical Strike = +10 STR (power Attack) 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +10 STR Dmg + STR Bonus
Ranged Damage = +6 QCK Dmg + Quickness Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 (+0 INT +2 arcane bonus)Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [10]
Quickness [6]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Skills
Diplomacy (CHA)- +10 (+5 alluring tongue, +5 Noble Bonus)
Intimidation (STR or CHA) - +10 STR
Bluff (CHA)- +0
Disguise (CHA)- +0
Stealth (QCK) -
Insight (PER )-
Alert [PER]- + 5 (+5 Alert)
Spot [PER] + 5 (+5 Alert)
Listen [PER] +5 (+5 Alert)
Athletics [STR or END] +15 (+5 Athletics, +10 STR), END +5 (+5 Athletics)
Climb [STR or END] - +15 (+5 Athletics, +10 STR), END +5 (+5 Athletics)
Jump [STR] +10 (+5 Athletics, +5 STR)
Swim [STR or END] - +15 (+5 Athletics, + 10 STR), END +5 (+5 Athletics)
Acrobatics [QCK] - +11 (+5 Acrobatics, +6 QCK)
Tumble [QCK] +11 (+5 Acrobatics, +6 QCK)
Balance [QCK] +11 (+5 Acrobatics, +6 QCK)
Rogue Talents
Disable Traps [QCK] +6 (+6 QCK)
Lockpicking [QCK] +6 (+6 QCK)
Thievery [QCK] +6 (+6 QCK)
Locate Traps [PER] +0
Escape [QCK] - +6 (+6 QCK)
Sleight of Hand [QCK] - +6 (+6 QCK)
Appraise [PER] - +0
Gather Info [CHA] +5 Noble Bonus
Knowledge [INT] +0
-Nobility +5
Ride [QCK] - +6 (+6 QCK)
Nature [INT] - +0
Use Object [QCK]- +6 (+6 QCK)
Primary Class: Support
Class Bonus: 2 Support Skills
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'.
Automatic Skills: Any noble skill.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race:
Moon Dragon (scarred- werewolf Dragon)
Racial Weakness (if applicable): Silver (double Damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Dragon Breath (Frost)
(racial) Clawstrike
(racial) Shapeshifting
(flaw) Bestial Fury
(support) Darksight
(support) Athletic
(crystal) Alert
(crystal) Acrobatic
(crystal) Power Attack
(crystal) Breathtwist
(crystal) Concussive Breath
(noble) Treasure Hunter
(topaz) Immunity to Charm
(topaz) Flyby Attack
(topaz) Dive Attack
(amber)Sidestep (evade)
(amber) Double Fist
(amber) Tail sweep
(flavor crystal) Scent
(flavor crystal) Lightning Initiative
(flavor crystal) Beastspeak
(flavor topaz) Treasure Scent
(flavor amber) Alluring Tongue
Flaws
1. Beastly Instinct
2. Curiosity
3. Distinctive
Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks.
Neck: Fist Amulet [Neck]
This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer’s fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain "fire" enchantment and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). 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 fire). The transformation can be ended whenever the wearer desires.
[Worth: 5000gp]
Torso: Such as shirt, vest, vestments or tabards.
Body (Armor): Fizzwinken's Autumnal Defensive Warp Unit
An array of red, yellow, black and orange leaves has been sewn together into a rigid suit of armor resembling a breastplate. The armor is eerily cool to the touch, but not enough to harm someone, merely like the coolness of an autumn day. This suit of armor functions as a +15 DEF armor. It has the durability of steel, but is counted as light armor as far penalties go. Once per combat, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC20 Endurance save or take 1d4 points of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the armor's wearer gains a +2 bonus to her Strength for the following round of combat. Also, once per adventure during combat, you can cause the leaves to turn brown and scatter on the breeze. You merge with the leaves and disappear, evading any damage targeted towards you. This can be used outside of combat as well, allowing you to control the flutter of leaves for up to 30 minutes as long as you are doing nothing else but traveling. (Light Armor)
Cloak: Such as a cloak, cape, or mantle.
Waist: Such as a belt or scarf, or girdle.
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Anklet: Shapeshifter's Medallion 10,000gp | 2,500gp | 20CP
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/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Feet: Such as sandals, boots, or shoes.
Body Modification: Such as tattoos, piercings.
Rings: (Up to two active)
1.
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.
2.
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)
Height: 6'5
--Weight: (optional) 130 lbs
--Body Type: (optional) althetic, slender, tall, toned
--Eyes: midnight blue
--Hair: silver
--Gender: female
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)