Post by Dorian Thales on Mar 3, 2015 7:21:59 GMT -5
Name: Vitaliy Gusarov
Screen Name: vityagusarov
Alignment: Neutral Good
Rank: Amber Shield
Dice: 2d58
HP: 34
XP: 180
GP: 27,200
Strength [3]
Quickness [3]
Endurance [3]
Willpower [2]
Intelligence [4]
Perception [0]
Charisma [1]
Race: Half-nymph
Racial Weakness: Cold Iron 1.5x damage
Languages: Common, Sylvan, Rumeric, Elven, Doxenian
Country of Origin: Rumeria
Chosen Deity: The Six, Bon Dia
Memberships: Obsidian Heart Adventuring Company, The Common Church
Class and Profession
Primary Class: Devout
Class Bonus: +2 magic saves
Primary Profession: Priest
Class Bonus: "Divine Turning" A priest has the ability to turn undead, which means that they may attempt to turn undead back into merely a corpse (with DM permission). On your turn you may state you are using Divine Turning, and roll an opposed check, adding a +3 to your roll. If you roll higher, then the undead turns into a harmless, rotting corpse. This can be used once per gemstone rank during any one combat. Priests may also write ONE extra DIVINE spell per gemstone rank. Primary Priests may wear any type of armor without taking the penalty to using magic.
Secondary Class: (tba)
Secondary Profession: (tba)
Flaws
1. Alcoholic
A person who drinks alcoholic substances habitually and to excess or who suffers from alcoholism. There are very few times when you are not drunk, or in the process of getting drunk. You cannot take skills that allow you to drink to excess without getting drunk. You reek of booze, and while you may have learned to function as a drunk in your life, there are still effects such as eyesight, and how others perceive you.
Penalty: Take a -2 to all Charisma based rolls, and a -2 to all Spot or Insight checks.
2. Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you 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.
3. Vice
Booze, gambling, tobacco, or brothels . . . there's a rich bounty of pleasures to be bought with coin!
Penalty: Same penalty as for Tithe (10% of any gold you earn for missions and quests is lost), but your 10% is spent on your vice.
Skills
(racial) Darksight
The ability to see in total darkness up to 60 feet.
(racial) Pass for Human
You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
(racial) Healing Affinity
(flaw) Mounted Combat
You can fight melee while astride your mount and do not need to take any checks involved in doing so. Without this skill, if you fight while mounted, you must make a Ride check after each attack. Failure means you take the damage instead of your opponent as you fall off your horse, possibly onto your own blade! This is an innate skill.
(flavor crystal) Sanctify Corpse
This skill allows you to bless a corpse with positive energy, preventing it from being turned into an undead creature. Attempts to raise the corpse as an undead automatically fail. If the corpse is of a person slain by a creature that creates undead out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed for as many hours as the Devout's Intelligence Bonus.
(flavor crystal) Knowledge (c: Religion, t: Mythology, a: Toxicology)
+10 Knowledge Checks
(flavor crystal) Horse Whisperer
You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed.
(crystal) Remove Curse
This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision).
**Curse removals are up to the DM, they may allow or disallow per their decisions.
(crystal) Divine Interference
When an enemy within 30 feet hits an ally with an attack, you can make the enemy re-roll the strike roll and take the second roll. This can be used once per combat.
(crystal) Divine Sacrifice
You may give up 5 or less hit points to grant an ally of your choice twice that amount in restored health.
(crystal) Holy Strike
Any weapon that is held is treated as a holy, good aligned weapon. Holy weapons using this skill always deal double weapon damage to evil creatures, no matter what they are weak to.
(crystal) 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.
(priest) Rezz the Dead
You know how to pull the spirit of a dead creature back to their body, giving them a second life.
(priest) Magical Affinity
(flavor topaz) Polylingual
You can speak and understand all languages, but cannot read or write in any language but your own.
(topaz) Retribution of the Meek
Your job is to keep the others in your party alive. To see to their wounds, to mend their flesh, to staunch the flow of blood. Sometimes, they forget that behind the bloody rags and thick pastes, you have an ability to defend yourself. Once per combat you may take the damage from one attack reduce it to half and convert that to healing energy to be used upon yourself. Example: If you are hit for 20 damage, use this skill and you instead get healed 10 points.
(topaz) Mounted Dodge
Once per combat you and your mount may avoid one incoming attack, as long as you are on your mount.
(topaz) Spirit Strike
Allows the character to use their weapons (or unarmed) to attack opponents that have no physical form (ie: ghosts, astral beings, shadows etc.). Will take regular penalties for not being able to see the opponent if they have no way of seeing, this only lets them hit them without other enhancements.
(flavor amber) Sense Undead
You can sense undead within a radius of 100 square feet, whether you can see them or not.
(amber) Condemnation
This allows a cleric to attack two evil aligned opponents in one round, once per combat. The cleric may choose to make both attacks on the same target if they so desire.
(amber) Spirit-Scarred
You are skilled at fighting the incorporeal undead, such as ghosts and spirits. You gain a +5 damage against such creatures, and a +2 to all saving throws against spells and abilities from incorporeal undead.
(amber) Augment Turning
This gives the Priest a +5 bonus to Divine Turning, instead of the +3.
Stuff!
Primary Weapon: Cavalry Saber (1d6)
Secondary Weapon: None.
Ranged Weapon: None.
Hidden Weapons: None.
Head: Hair.
Face: None.
Neck: None.
Torso: Shirt.
Body (Armor): Hauberk +12 def
Cloak: Heavy Rumerian Winter Cloak
Waist: Belt.
Legs: Trousers.
Arms/Wrist: None.
Hands: Gloves.
Feet: Shoes.
Body Mod: None.
Rings:
1)
2)
Books:
1)
2)
3)
Consumables:
1)
2)
3)
4)
5)
Magic Pack Items:
1)
2)
3)
4)
5)
Other Gear:
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Rope (50 feet, silk)
Flask of Holy Water
Flask of liquor
Owned, not carried
Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
Priestly Cassock [Cloak]
(Priest Only)
The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock to display the holy symbol of her deity or hide this symbol. This garment can be used as a focus for divine magic. Additionally, the wearer gains a +5 bonus to all Charisma-based checks to influence creatures that match her alignment.
[Worth: 3000gp]
Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
Horseshoes of a Zephyr [Mount Item]
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
[Worth: 1,500gp]