Post by Dorian Thales on Feb 12, 2015 2:09:39 GMT -5
Name: Akaash
Screen Name: psionicwanderer
Alignment: Chaotic Good
Hair: Brown
Eyes: Blue
Height: 6'0"
Weight: 165 lbs.
Rank: Emerald Adept
Dice: 2d70
HP: 36
XP: 343
GP: 24,000gp
Strength [0]
Quickness [12]
Endurance [0]
Willpower [1]
Intelligence [3]
Perception [10]
Charisma [0]
Race: Sylph (Original, part human, part air elemental)
Racial Weakness: None
Languages: Common, Auran, Te-Pua Koy, Kulnama
Country of Origin: Anoi'pua Islands
Chosen Deity: Angero
Memberships: Obsidian Heart (publicly), Blackfeathers (publicly, assuming someone knows what to look for), Runik (extremely privately, ie: known by no more than 10 people including himself)
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. One automatic rogue skill.
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession: (tba)
Flaws
1. Aloof: Your manner is cold and unapproachable, distancing you from friends and strangers alike. Your preternatural intelligence lends itself to viewing others as slow-witted and a waste of your precious time.
Penalty: -2 on all Charisma based checks.
2. Distinctive: You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety. In Akaash's case, it is that there is a constant breeze around him, moving through his hair, his clothing, more powerful the more emotional he gets.
Penalty: -2 on Disguise Checks
3. Lovesick: Your love for another occupies your every thought, and you become despondent when you are away from that person.
Person in question: Annyth Berengaria.
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
Skills
(racial) Elemental Resistance (Lightning): Pick one element to take +5 defense against. You may take this more than once, for different elements. Elements you may choose are fire, water, earth, air, lightning, shadow, prismatic.
(racial) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(support) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(support) Alert: You gain a +5 to Spot and Listen Checks.
(support) 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.
(support) Casing the Joint: Allows a rogue to view a building from every vantage point for one hour's time, and they are able to get a good idea of the layout inside.
(flaw) Dexterous Fighter: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(flavor crystal) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
(flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor crystal) Polylingual: You can speak and understand all languages, but cannot read or write in any language but your own.
(crystal) Darksight: The ability to see in total darkness up to 60 feet.
(crystal) Combat Marksman: You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(crystal) Stealth: This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(crystal) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(rogue) Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
(flavor topaz) Four Eyes, Four Ears: It is very difficult to blind or deafen you. You may roll two saves against any attempt to blind or deafen you, and take the better roll.
(topaz) Disable Device: This gives a rogue a +5 to Rogue checks made to disable a device.
(topaz) Improved Disable Device: Once per adventure, a rogue can disable a device without any Rogue check.
(topaz) Lockpicking: You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
(flavor amber) Knowledge: +10 to checks (Trade Routes, Secret Codes & Scripts, Sociology, Local)
(amber) Advantageous Avoidance: You have a knack for ducking, darting and rolling out of the way at just the right moment, allowing you to evade half damage of an attack, once per combat.
(amber) Chink in the Armor: 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) Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
(flavor sapphire) Evaluate Item: This allows the Thief to take a look at an item and determine its value. A d20 Appraise Check plus your Perception Bonus is rolled, with the following results.
1: No information.
2-11: Can determine the value of the item within 1000 gold.
12-16: Can determine the value of the item to within 100 gold.
17-19: Can determine the value of the item to within 50 gold.
20: Determines the exact value of the item.
Can be useful in circumstances where it would help to know the value of an item (ie: negotiations with other player characters or NPCs. If taken and stated in a selling transaction with the emporium, will give a 10% bonus to gold received. This stacks with the Fence skill.
(sapphire) Bypass Wards: Ancient ruins often contain locked and sometimes warded doors; as such, a rogue can pick the lock of even a magically locked door (such as one sealed by an arcane lock) or a magically warded trap. This gives a rogue an extra +3 to their Disable Device Rogue Check on magically locked or warded doors.
(sapphire) Deflect Arrows: Once per combat, you may deflect a ranged weapon attack and take no damage from it. This can be done unarmed, as well as with a weapon in hand.
(sapphire) Acrobatic Backstab: Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(flavor emerald) Encryption: You possess the full understanding and workings of a secret code or script, enabling you to recreate any text and ensure the result is near impossible to understand. Any encrypted text you write is given a DC10 + your Intelligence bonus for others to break its code.
(emerald) Lucky Duck : You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure.
(emerald) Lucky Bastard : You are one lucky bastard. You can use Lucky Duck up to 3/adventure and can take whichever is the best roll. You can also re-roll any other roll you make (Strike, Combat Dice, Save, etc) 1/adventure and take the best roll.
(emerald) Thrilling Escape : A rogue can attempt to delay a trap immediately after it has been triggered, by making a Disable Device roll against the device's DC. If successful, the trap's activation is delayed until the end of the rogue's next turn. This can be used even if the trap was triggered by a failed Disable Device check, or if it was triggered by someone else in his party. This can be done once per adventure.
Stuff!
Primary Weapon: Lissi (Sword Bayonet for Hana'lee, 2d4)
Secondary Weapon: None.
Ranged Weapon: Hana'lee (Heavy Arbalest, 2d6, Serren, Endless Ammunition, Unerring Accuracy [1/combat can treat target as if dc is 10], Arcane Steel Crystal [can add non-regged magic damage bonus to attacks])
Hidden Weapons: Annyth (Sleeve Blade, 1d4)
Head: None.
Face: Microscopic Farseeing Goggles These goggles can come in many shapes, sizes and designs for the up and coming adventurer with their finger on the pulse of innovation and fashion: but the end result is always the same. Through the careful creation and application of glasswork the Engineer can manipulate light viewed by the layman's eyeball, refracting it and creating a focal point so that objects can be viewed further away and clearer than ever before. A useful tool for adventurers, it offers a +5 to spot checks while used in the field and allows the ranged adventurer a +1 to strike when using a ranged weapon from a distance. While otherwise incredibly useful, the MFG's are incredibly useless when used in closed quarter combat .. or at night (unless you have dark or lowlight vision in which case you're good to go champ!). MFG uses your face slot.
Neck: Amulet of Armor +7
Torso: Phoenix Tattoo
Body (Armor): Armored Ink +13 (Feather Landing [Ignores first 60 feet for falling damage, always lands on feet], Move Silent [+5 to stealth rolls], Slick [+5 to escape checks])
Cloak: Regular ol hooded cloak.
Waist: Tattooed Rope [70 feet]
Legs: Bamboo's Strength Tattoo [+3 to acrobatics and escape checks]
Arms/Wrist: Roll Them Bones Tattoo [One reroll per day]
Hands: Arcane Finger Sleeves I, II [Extra spell per dice rank, +5 to non-regged magic attacks]
Feet: Boots of the Tomb Raider: These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps. [Worth: 3,000gp]
Body Mod: Breathe Water Tattoo
Rings:
1) Ring of Regeneration: This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
2)
Books:
1)
2)
3)
Consumables:
1)
2)
3)
4)
5)
Magic Pack Items:
1) Chunk'o'Rune Ice: This hunk of blue-white ice can fit in a medium creature's hand and is carved with white ancient runes. If anyone knows Runin, the runes on various pieces mean "Protect", "Guard", "Ice", "Winter" and "Cold". This magical item can be put on a necklace, or even just carried in someone's pocket or pack, and while it is on your person allows you to walk on icy or snowy surfaces without taking any type of check; effectively giving you the "Icewalking" skill. [Magic Item]
2) Book Thief's Satchel [Magic Item] Often used by spies and arcane scholars to steal important texts without alerting their owners, a book thief's satchel contains enough room to hold a single tome of no more than 1,000 pages and no larger than 12 by 18 inches in size. Prior to using the satchel, its bearer must place a blank book in the satchel and utter a command word. This blank book is sequestered in an extra-dimensional space accessible only upon command. Once per day, when another book, folio, scroll, or other text is placed within the satchel while a blank book is hidden within the extra-dimensional space, the pages of the newly added book are wiped blank (though the covers and bindings remain unchanged). The entire contents of this book or scroll appear on the pages of the blank book in the satchel's extra-dimensional pocket. The transfer takes 1 full round, and if the process is interrupted, such as by either book being removed or the satchel being significantly damaged, the text being copied is lost forever. A book thief's satchel can't transfer magical writing (such as the pages of a wizard's spellbook, a magical scroll, or a magical item). Attempts to do so fail immediately, neither erasing the book to be copied nor copying any of the pages to the blank book. [Worth: 1,500gp]
3)
4)
5)
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Rope (50 feet, silk)
Pet!
Leaf Tail Mouse
Mice are little experts at the art of running and hiding, and getting into areas where it should not be and even more so with this little guy. During the fall time these little guys love to roam around the fallen leaves hiding very well from any predators. They aren't always the most courageous, but they are always the best at running to hide. This sweet pet grants its owner a +3 to Hide Checks and any Rogue checks made to pick a lock or disarm a trap.
Owned, not carried
Snow Star Shard Dagger 1d5
This shard of the Keeper of the Snow Star is made of tough crystalline, and sharp as any metal dagger. It holds a tiny bit of the power of the Snow Star, having tiny veins of pulsing light that are bright enough to use like a candle. It can be enchanted with cold, or fire (or both for rimefire) but will not take any other element being added to it as enchantment.
-Krakentooth [Weapon] ☼ ☼
A trident [1d5] nearly seven feet in length, the head of this trident appears as a kraken, with its central arms forming the shorter middle prong of the weapon and its tentacles extending out to form the longer, outer prongs. The krakentooth is a
shockburst trident.
[Worth: 8,000gp]
Gloves of Reconnaissance [Hands]
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used 3 times per day.
[Worth: 1,500gp]
-Alluring Veil [Face]
This diaphanous veil has two effects. The DC to resist the wearer’s enchantment spells increases by 2. Also, the DC to resist Charisma-based skills used by the wearer also increases by 2.
[Worth: 6,000gp]
-Gloves of the Battlefield Angel [Hands]
These dirty, white gloves repel any attempted to clean them, magical or otherwise. The right glove emits a blue glow, and has the ability to heal up to 15 hit points per adventure via positive energy. The left glove emits a grey glow, and has the ability to heal up to 15 hit points per adventure via negative energy. Wearing both gloves together and touching a target heals them of any illnesses and diseases they may have, and can be used in this way up to three times an adventure.
[Worth: 8,000gp]
-Elquillar [Weapon] ☼
Elquillar is an elven curveblade 2d8, but it is able to become any type of sword, scimitar or dagger. Such a transformation occurs whenever the wielder desires another weapon to appear, without taking a round to switch. Multicolored runes appear spelling out its name appear on the blade regardless of its current shape or any efforts to conceal them. Elquillar's master may alter his own shape and gain a +5 to Disguise while the blade is kept on his person. When Elquillar is grasped in hand, its wielder's mind is unable to be read. Finally, whenever this weapon touches (or wounds in combat) a creature that is in anything other than his natural form, Elquillar returns the target to its true shape; such as a dragon in human form, a lycan, a polymorphed creature, doppleganger or changeling.
[Worth: 10,000gp]
19. Quiver of the North Wind [Magic Item]
While a quiver of the North Wind appears to only hold a score of arrows, it in fact houses an extradimensional space that can hold up to 200 arrows. It always weighs the same no matter how many arrows are inside. It has two additional properties. After a person bears the quiver for 24 hours, it attunes to that person and if anyone other than the owner attempts to fire an arrow from the quiver, it disperses into harmless mist mid-fight. Lastly, three times per day (but only once per combat), the quiver confers a bonus of +5 to the Strike of your ranged attack.
Worth: 9,000gp
2 Adamantine Bullets