Post by Aksinya on Feb 21, 2015 1:23:25 GMT -5
...... my ice may be a little cold ...... | ||
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c l a s s and p r o f e s s i o n | ||
Emerald Adept ❄ 2d70 ❄ 10ddc ❄ 58hp ❄ 8w ❄ 12c ❄ 5i Primary Class [Arcane] 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.Secondary Class [Arcane] 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. Primary Profession [Spellborn] "Innate Magic" Spellborn mages do not need spellbooks or incantations or anything but their own desire or whim to cast magic. They are born of magic, and ooze magic. They gain a +5 DMG to all magical attacks made in combat outside of their official spells. Cold Affinity [racial] Iceborn are immune to cold, and adept with cold-type spells, giving them an extra +1 to any save DC's targets must make against their cold spells. Elemental Affinity [racial] Once per combat, an elemental may infuse their attack with the element they are born with, giving them 1d over their current dice for one attack. (So a 2d would use 3d). Magical Affinity [profession] You have innate or learned magic ability. You cannot use magic in OH without this skill. Poison/Venom Immunity [racial] Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. Psionic Affinity [class] 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'. Psychometry [profession] By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Psychoportation [class] Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before. | ||
s k i l l s and k n o w l e d g e | ||
Alert [amber] You gain a +5 to Spot and Listen Checks. Alluring Tongue [crystal f] 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. Arcane Image [crystal] A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat. Diehard [emerald x2] You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill. Double Invocation [crystal] You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is an innate skill. Empathy [crystal f] You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion. 1 - 3 = Insight. You know "something" is wrong or something is up.Enchantment Resistance [crystal] You gain +2 to your save against any enchantment or mind-affecting effects or spells. Familiar [emerald] You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers. Familiars are specialized Animal Companions, so please see the Animal Companion skill for how you build your Familiar NPC. Force of Will [topaz] You are able to resist certain attacks and effects with extreme force of will. Once per adventure, you may make a Willpower save in place of any Endurance save you are asked to make. At Emerald, you may use this skill twice per adventure. At Ruby three times per adventure and at Obsidian, four times per adventure. Immunity to Charm [crystal] 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. Innate Spell [amber] [pending] You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time! Incredible Insight [crystal f] You are very good at determining a creature's body language, giving you a +5 on Insight checks. Investigator [topaz f] You gain a +5 on Gather Info, Insight and Search Checks. Iron Will [topaz] 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. Mage's Intuition [crystal] You are highly sensitive to magic and changes in a person's demeanor when they are using magic. No creature or humanoid can conceal their spellcasting from you. You may not know what spell is being cast, but you are completely aware of who is casting any spell. If the target has Concealed Spellcasting, then whoever is highest ranks has their skill win out. A Topaz with Mage's Intuition will not be able to detect that a Sapphire Psion cast a spell, just as an Amber Black Mage will easily see the fireball came from the Crystal Spellborn's path despite their attempts to hide it. Magical Resistance [amber] 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. Mind Over Body [sapphire flavour] You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill. Overchannel [sapphire] You burn your life force to strengthen your psionic powers. You may burn off as much of your hit points as you desire, and add that to the damage of one attack per combat. Your hit points remain lowered throughout the remainder of combat. Scanning [amber f] With this Gift, the psion is able to "scan" a certain target and know certain details about them. These details can include, but are not limited to; any concealed weapons, true appearances, current health level (Hit Points), and a character's natural or true race. You may work with the DM for other creative things you might wish to find out. Sealed with a Kiss [topaz] You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC. Charmers may take this skill even if they do not meet the CHA prerequisite. Selective Spell [sapphire] When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. Siphon Magic [sapphire] A spellborn can take an incoming magical attack upon themselves and turn it into healing energy. Once per adventure, a spellborn can heal the amount of hit points they were attacked by a magical or psionic attack. | ||
a r m o r y and e q u i p m e n t | ||
Diamond Dust [main weapon equipped] 1d8 psionic orb invocation. The Spellborn creates a series of diamond like shards of ice fog that gathers in the air prior to being directed towards the target. Clinging to their body, it forms a solid block of ice that traps them, radiating intense cold, before shattering with the mental direction of the Spellborn. Diamond Dust [secondary weapon equipped] 1d8 psionic orb evocation. The Spellborn creates a series of diamond like shards of ice fog that gathers in the air prior to being directed towards the target. Clinging to their body, it forms a solid block of ice that traps them, radiating intense cold, before shattering with the mental direction of the Spellborn. Arcane Finger Sleeves V [modification equipped] A series of ice blue sigils that spiral delicately around the fingers of Aksinya's left hand. Finger Sleeve I allows them to write an extra spell per dice rank.Amulet of the Crusader [neck equipped] This amulet in the shape of a golden lotus grants a +5 bonus to Insight Ice Crystal Earrings [head equipped] These earrings allow the spellborn to cast another spell in combat besides those already allowed. Young Tundra Bear [magic item] This tundra bear will grow to be at least 7 feet tall, and always radiates a chill from its blue-white fur even in the hottest of environments. This allows its owner to feel comfortable in any sort of hot environment, whether desert or simply summer's heat. When this tundra bear matures, he will make a suitable mount. | ||
a l t e r n a t e a p p e a r a n c e | ||