Post by Snowbird on Feb 9, 2015 15:43:40 GMT -5
Name: Laken "Snowbird" Knox Screen Name: snowbirdknox or tesarikone Font/Text: TNR Aqua Eyes: Pale Aqua Hair: Black with White Bangs Height: 5'4" Race: Fey'ri Racial Weakness: Cold x 2 Languages: Common, Abyssal, Elven, Kullyrian, Umbral, Necronian, Thieves Tongue, Vishkanya, Sark, Runin, Serpentine Country of Origin: Kullyr Chosen Deity: I care nothing for the gods. Alignment: Chaotic Neutral Trivia of the Week: Her favorite color is green. |
Primary Class Arcane Class Bonus +2 Spell Difficulty Primary Prof Thief Adept Prof Bonus Telekinetic Toolkit +5 Rogue Checks +3 Acro, Athl, Stealth Secondary Class Combat Class Bonus Extra 1d 1 per combat Strength [0] Quickness [10] Endurance [0] Willpower [3] Intelligence [8] Perception [2] Charisma [3] |
Flaws Bad Seed -2 to any magical save from an evil creature. Dislike of Nobility With nobles suffer a -2 penalty to all social related rolls In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble. Impious Suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity. |
Rank: Emerald Marshal Dice: 2d76 Defense DC: 18 Hit Points: 54 (38+3Wlp+Int8+Diehard5) | Save agst Magic: +6 (Wlp 3, Iron Will 3) Spot: +7 (Alert 5, Perc 2) Listen: +7 (Alert 5, Perc 2) Insight: +4 (Perc 2, Ring 2) Search: +2 (Perc 2) Acrobatics: +18 (Quick 10, Acro 5, TA 3) Athletics: +3 (Str 0, TA 3) Rogue (Lockpicking/Disable): +20 (Quick 10, TA 5, Buckler 5) Stealth: +13 (Quick 10, TA 3) Hide: +5 (??, Hat 5) Bluff: +16 (YSM 3, Cha 3, Rapscallion:Int 8, Ring 2) Diplomacy: +8 (YSM 3, Cha 3, Ring 2) Gather Info: +6 (YSM 3, Cha 3) Escape: +15 (Quick 10, Corset 5) |
(ra) Darksight (ra) Alter Appearance You are able to alter your appearance to appear fully elven, or any humanoid form, indefinitely. (ra) Acrobatic (fl) Diehard (cl) Magical Affinity (fc) You're Shitting Me This grants a +3 bonus on Bluff, Diplomacy, and Gather Info. (fc) Polyglot [c: Necronian, t: Vishkanya, a: Sark, s: Runin, e: Serpentine] (fc) Strong Stomach You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick. (c) Alert (c) Iron Will 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. (c) Alchemy (c) Sidestep (c) Bottoms Up You have trained yourself to swallow liquids in one quick gulp. You are able to drink a potion as a free action during your turn, also allowing you to make a regular attack or action your turn that round. This can be used once per combat. (prof) Lock Sense You can sense the presence and general direction of locks, even hidden ones. Roll 1d20, result is the range in meters for each use. Can only be used once per adventure. (ft) 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. (t) Dexterous Fighter (t) True Seeing You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure. (t) Scavenger A thief adept is so gifted at thievery, he is able to scavenge through fallen bodies and recover gold hidden even in the hardest to find places. This enables a thief to roll their rank dice up to three times per adventure to loot the bodies of fallen creatures (per DM approval) for gold. Whatever they roll (such as 24 38) is added together for how much gold they are able to scavenge. (fa) Rapscallion You may add your Intelligence bonus as an addition to any Bluff Checks that you make. (a) Tricky Arcanist [30 feet] A thief adept can use any of their skills at a distance. At Crystal Rank, you may use your skills at a distance of 10 feet away. At Amber, 20 feet. At Emerald, 30 feet. At Ruby 40 feet and at Obsidian 50 feet away. (a) Sneaky Strike [+1 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. (a) Counter Attack [Dmg, counter] If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat. (cmb) Combat Affinity (fs) Mind over Body (s) 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). (s) Spell Combatant You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand. (s) No Way out When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day. (fe) Gold Sense Much like Lock Sense, will allow you to detect any gold, no matter how well-hidden, within a range of 1d25 feet. Can be used once per adventure. Also grants a bonus of +3 to any Rogue (pickpocket) attempts if gold is the objective. (e) Arcane Warrior This allows you to wield a light/one-handed weapon or one-handed tech in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage (INT), but not both every round. This is an innate skill. (e) 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. (e) Eldritch Master This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate. |