Post by Ella MacBride on Feb 26, 2015 16:05:04 GMT -5
Name: Eira
Screen Name: aphoticfrenzy
Website: Eira's Apothecary
Alignment: Lawful Good (Chaotic Tendency)
Race: Human
Size: Medium
Racial Weakness: n/a
Languages: Common, Te-Pua Koy (free), Draconic + 1 More
Country of Origin: Anoi'pua Islands
Chosen Deity: She is open to all who listen.
Chavus, the God of Souls and Prophecy, is a majestic and handsome tall man, with tanned skin, short, curly black hair, and eyes the color of burnt umber. He is very tall and very muscular, and looks somewhat malicious. He usually wears light and airy robes dyed maroon with golden trimmings. [Came to her in her dreams. Showed her her true path and purpose.]
Storyline: Obsidian Heart Adventuring Company
Rank: Sapphire Champion
Dice: 2d64
XP: 245 (202 Re-training)
GP: 8,801gp
CP: 48
Reputation: 8
Rezzes: 5/5
Defense DC: [10] (10 + Quickness)
Hit Points: [53] (Half Dice = 32, Mind over Body = 12, Willpower = 9, Diehard = 0)
Spell DC: [28] = 12(Sapphire)+ 2(Arcane) +2(Arcane) + 12(INT)
Patron Spell DC: [30] = 12(Sapphire)+ 2(Arcane) +2(Arcane) + 12(INT) + 2 (Patron Spell)
Magic Strike: [+12] = 12(INT)
Magic DMG: [+22] = 12(INT) + 5(Surge of Power) +5(Finger Sleeve II)
Primary Class: Arcane
Class Bonus: +2 to your Spell Save Difficulty
Primary Profession: Mage
Profession Bonus: Bonus - "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Secondary Class: Arcane
Class Bonus: +2 to your Spell Save Difficulty
Traits:
Strength [0]
Quickness [0]
Endurance [0]
Willpower [9]
Intelligence [12]
Perception [0]
Charisma [0]
Skills:
(racial) Versatility
(racial) Mind over Body
(racial) Animal Affinity
(flaw) Mystic Tattoo (v)
(arcane) Magical Affinity
(flavor crystal) Animal Training
(flavor crystal) Entrepreneur (3d350s)
(flavor crystal) Lightning Initiative
(crystal) Artisan Crafting
- (crystal) Weaponsmithing
- (topaz) Armorsmithing
- (amber) Gunsmithing
- (sapphire)Unarmed Improvements
- (crystal) Magical Weapons/Weapon Techs/Invocation Enchants
- (topaz) Magical Armor/Armor Techs
- (amber) Inkantation
- (sapphire) Magical Jewelry
(crystal) Double Invocation
(crystal) Engineering Knack
(flavor topaz) Wild Cohort (v)
(topaz) Advanced Crafting
(topaz) Patron Spells [17]
(topaz) Modified Engineering
(mage) Magical Resistance [ +2 Magical Saves against Eira ]
(flavor amber) Clairvoyant
(amber) Master Tattoo Artist
(amber) Eldritch Focus [Regged Spell Dbl INT]
(amber) Innate Spell [Borrowed Life]
(flavor sapphire) I Remember This One!
(sapphire) Augmented Alchemy
(sapphire) Master Crafting
(sapphire) Healing Affinity [18 Healing Points]
(arcane) Selective Spell
Flaws:
1. Compulsive Honesty
2. Curiosity
3. Easygoing
Item Info:
Weapons/Unarmed Tech(s):
- Invocation [HASH]1: (Arcane Retort [1d8s])☼☼☼
- Bloodleech
You draw strength from those you wound with your spells. Your veins throb and pulse visibly when you use a 'vocation with the bloodleech enchantment. As much damage as you roll with your 'vocation, you are healed. This can be used once per combat. - Empowered Spell
Once per combat, you may roll 1d extra 'vocation dice. So, a normal 'vocation of 1d5 for instance, would be 2d5 for one attack.
- Invocation [HASH]2: (Arcane Retort [1d8s])☼☼☼
This invocation also deals with Eira's tribe's representation of 'Soul Manipulation' (Animation/Power Manipulation). "Some beings/creatures claim not to have a soul. But this is not true according to my people. Whatever animates them, whether it be life essence, magic, blood, whatever force drives them into being...that is what I am trained to harness and exploit." The Invocation itself dives deep into a target's animation and suffocates it, at it's very source. Stifling it at it's origin to try and knock off the target's source of power/being.
- Bloodleech
You draw strength from those you wound with your spells. Your veins throb and pulse visibly when you use a 'vocation with the bloodleech enchantment. As much damage as you roll with your 'vocation, you are healed. This can be used once per combat. - Empowered Spell
Once per combat, you may roll 1d extra 'vocation dice. So, a normal 'vocation of 1d5 for instance, would be 2d5 for one attack.
Secondary Weapon:
Ranged Weapon:
Hidden Weapons: (2)
- Parrying Dagger (1d4s) - Borrowed from Snowbird
- List item 2
1 Extra Attack Item: N/A
1 Extra Defense Item: N/A
Head/Headband: Halo of Menace [Head] - When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC20 Willpower save or take a –2 penalty on strike rolls, damage, and saving throws for the remainder of combat or until it damages the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. A creature that has resisted or broken the effect of the halo of menace cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect
Face/Eyes: Bonus Spell Nose Ring/Stud 12,000gp
This enchantment causes an item to allow a mage to cast another spell in combat besides the one defense, and one other/attack. You must have Magical Affinity or Psionic Affinity to use an item with this enchantment.
Neck: Rezz Locket [Neck] - [Worth: 10,000gp]
This special locket is made to hold a rezz coin. It enables a rezz coin to be used THREE TIMES before it's magic runs out. Once the rezz coin's magic is run out you must purchase a new Rezz Coin and place it in the locket.
Rezz Coin [Worth: 6,000gp ]
This magical coin instantly rezzes you when you die! No loss of XP and no loss of one of your Five Rezzes, but you MUST have this coin on your person when you die, or within 15 minutes another person putting it on you for it to work.
Torso/Body: Brooch of Alertness [Varied]- [Worth: 3500gp]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
Armor: Armor Tattoo (+13/13 Mundane/Magic DEF)
Cloak/Shoulders: Shield Cloak [Cloak] - [Worth: 1500gp] -The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield.
Waist: N/A
Legs: Bonus Spell Leg Sheath 12,000gp
This enchantment causes an item to allow a mage to cast another spell in combat besides the one defense, and one other/attack. You must have Magical Affinity or Psionic Affinity to use an item with this enchantment.
Arms/Wrist: Skull Button [Various] - [Worth: 1,500gp]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
Hands: Healer's Gloves [Hands]
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
[Worth: 3,000gp]
Feet: N/A
Body Mod:
- Arcane Finger Sleeves - [3-25-15 ( Topaz Journeyman) ]
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
- Feather Boots Tattoo - Extra Action on Turn
Free Slot Items:
1. Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you.
2. Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Rings:(2)
- Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
[Worth: 1000gp] - Hosteling Ring [Ring]
Sometimes you just cannot bring your animal companion, mount or familiar with you. Speaking a command word 'stores' your companion into this ring, which appears as a symbol upon the ring's surface. While stored, the animal is sleeping and can provide it's owner no benefits. A hosteling ring releases a stored animal in 24 hours if you have not released it before that. A hosteling ring can hold 4 tiny creatures, 3 small creatures, 2 medium sized creatures, or 1 large sized creature.
[Worth: 1,500gp]
Consumables: (5)
- Albedo Potion [Consumable]
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken. One dose.
[Worth: 2000gp] - Ointment of the White Ravens [Consumable]
If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp] - Brayflox Super Deluxe Special Goblin cheese. (Heals 5 HP per bite. Enough cheese for 4 bites each slice.)
Magical Pack Items: (5)
- Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200gp] - Sack of Air [Magic Item]
This sack contains meadow or sweet coastal air that can sustain a traveler high in the mountains. Inhaling its contents grants the user all the benefits of normal breathing despite the high altitude for 3 hours. It can be used once per day. The bag can be refilled by leaving it open to catch a lowland breeze.
[Worth: 1000gp] - Everfull Mug [Magic Item]
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
[Worth: 500gp] - Staff of Embers [Weapon] or [Magic Item]
The reddish brown bark of this charred branch shows only in patches. The staff is a mere 3 feet long and balanced for use as a club (1d5). When used for a torch, the end of the staff catches on fire, but does not damage the staff. If used as a club while it is on fire, then it will do fire damage as well as the damage of the club. - Spellbound Shifting Braid [Head]
(Shapeshifting Skill, Magical or Psionic Affinity)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to choose one spell embedded into the braid that casts automatically when they shift. If shifting occurs during combat, the spell casting does not take up the round to cast, you may make other actions or attacks. You must choose which spells is attached to this braid when you take this item.
[Worth: 8,000gp]
Mundane Pack:
- Earth Prodd [Weapon]
The 1d3 prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. This particular prodd is marked with runin designs meaning 'earth' and magically fires small bullets made of solid rock that appear when needed. You draw a prodd back by pulling a lever.
[Worth 1,500gp] - Beast Claws [Hands]
These spiked gauntlets fit a medium humanoid or medium sized animal companion (who has Armor command). They sport claws at the end of the gauntlets and do slashing damage of 1d4 for each hand. This cannot be stacked with any skill that gives claw damage.
[Worth: 1,500gp] - Keffiyeh of Thanes [Head]
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.
[Worth: 1000gp] - Beast Claws [Hands]
These spiked gauntlets fit a medium humanoid or medium sized animal companion (who has Armor command). They sport claws at the end of the gauntlets and do slashing damage of 1d4 for each hand. This cannot be stacked with any skill that gives claw damage.
[Worth: 1,500gp] - Bedroll
- Blankets
- Candles (6)
- Flint & Steel
- Ink, Pen & Parchment
- Sewing Needle & String
- Waterskins (3)
- Empty Vials
- Empty Bottles
- Fish Net, Hooks & Lines
- Compass
- Hammock
------------------
Owned but not on her person:
- Boots of Cushioning [Feet]
These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.
[Worth: 2,500gp] - Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000gp] - N/A