Post by Dahlia Cadbury on Mar 15, 2015 13:37:18 GMT -5
A gentle fwoosh sounded and a bright light shone from the lamp and across the messy bedroom, further perilous obstacles revealed from the shadows so as not to cause their owner any inconvenience. Eyes set firmly against the pages, a finger was used to turn the vellum as she tiptoed across the room and closed the door with her foot and then turned to one of many stands littered about the various surfaces: the book placed reverently into its arms so that she might continue digesting its contents while her hands were otherwise occupied. Lips moved unconsciously as she grabbed the various cords and ties about her person, folds of fabric separating and falling to her feet only to be kicked ungraciously off to the side, a page turned before she set about removing yet another layer, dark eyes constantly roving from one side to the next. Soon she was clad in naught but her underclothes, a lengthy thin cream chemise that shielded her modesty for the most part. A faint latticework of scars covering her skin peeked out from the gaps in the cloth that were a product of a childhood filled with various ailments, physicians brought in from near and far to poke and cut at the sickly child until they found the reasons behind her numerous maladies. For the most part they were successful, but as this young woman coughed delicately and wiped the resulting blood away with the familiarity one would normally attribute to wiping ones nose with a handkerchief, it was clear that not every mystery had been solved. Regardless, she stepped over a discarded shoe and navigated around an open box in order to move towards an unmade bed with the intention of laying down in comfort and devouring this publication entire. | ||
a n y f o o l c a n k n o w . t h e p o i n t i s t o u n d e r s t a n d | ||
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c l a s s and p r o f e s s i o n | ||
Emerald Champion : 2d74 : 26ddc* : 39hp : 12q : 12i : 2w : 108 healing** * Benevolent Armor Enchant +2, Vow of Peace +2** Healing profession bonus x2, Vow of Nonviolence x2, Truffles +20 Primary Class [Support] You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites. Primary Profession [Healer] "Healer's Touch" A healer has double the amount of healing points at any given rank they may use. 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. You also gain the free skill of "Magical Affinity" or "Psionic Affinity". Secondary Profession [White Mage] pending Divine Health (v) [racial] You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. Healing Affinity [profession] You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. Crystal 60, Topaz 68, Amber 76, Sapphire 92, Emerald 108, Ruby 124, Obsidian 140 Knowledge [class] You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once. Mathematics (algebra, calculus, geometry)Magical Affinity [secondary class] 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. [DM will let you know if this is something rare or magical.] Retribution of the Meek [profession] 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. Rezz the Dead [class] You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after. Versatility [racial] You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility. | ||
s k i l l s and k n o w l e d g e | ||
Brilliant Inspiration [free teamwork] You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure. Charming Beauty (v) [crystal] A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF. Concealed Healing [amber flavour] You are so skilled at healing during combat, that the enemies do not take notice of what you are doing, allowing you to keep from being targeted for attack. Cure Disease [amber] A healer is able to cure minor diseases and illnesses in a patient. DM always has final say as to the level of a disease or illness. Diagnose [topaz] The Diagnose skill allows a healer to determine if a subject is afflicted with any diseases or internal injuries, and to check the general state of the subject’s health. You are able to detect any injuries, diseases, poisons, illnesses or other afflictions affecting the subject, as well as know how close to death they may be (hit points). Healing Run [sapphire] When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn. Keen Memory [crystal flavour] You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate. Knowledge [crystal] You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once. Alchemy & Potions (properties of chemicals, compounds, organic materials)Knowledge [crystal flavour] You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once. Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)Knowledge [sapphire flavour] You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once. Astrology and Astronomy (constellations, planetary movement, reading of omens, stellar phenomenon)Knowledge [emerald flavour] You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once. Anthropology and Archeology (ancient ruins and humanoids, ancient history, legends)Loremaster [topaz flavour] Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks. Miracle Healer [emerald] A healer is able to heal even the worst of the wounded including the maimed, blind, deaf; even able to assist in the regrowing of lost limbs. They are unable to heal afflictions that someone was born with, such as birth defects that cause blindness, or a withered limb. Neutralize Poison/Venom [amber] The target creature has all traces of poison removed from their system. Only Mostly Dead [emerald] A healer may perform a resurrection once per week, using their healing talents and any medic supplies they deem necessary, and allow the target to not lose a rezz. Parry (v) [crystal] You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. Psionic Affinity [crystal] 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'. Reflective Direction [emerald] In combat many folk lose their cool, not you. You keep your head about you, able to see things through a tranquil, reflective state. Forgoing all actions for that round (including attacks, counter attacks, defensive skills, etc - if attacked you may only use armor defense) to play the smart move. One ally of your choice within 30 feet is given your turn, allowing them to attack in your stead, as well as on theirs when it comes. You can use this skill in rounds limited by your Gem Rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. Scion of Lore (v) [amber] The noble is well versed in all of the arts and sciences available from books and was tutored in classical education so that she may be well prepared for the world. If you have the Knowledge skill, you gain an extra +2 to each knowledge check roll for those you've chosen to be proficient within. Take the Lead [sapphire] This allows a dedicated healer to be placed first on the scoreboard, or gives them a +5 to Initiative Rolls when needed. Telepathy [crystal] You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best. Voracious Reader [crystal flavour] You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks. Vow of Nonviolence [topaz] You have taken a vow not to hurt people for any reason. You focus on healing, and helping those around you. You may not make any attacks, or harm others, even if they harm you or those around you. As long as you keep your vow, you gain twice the number of healing points (healing affinity) for your gemstone level. Vow of Peace [topaz] This gives you a +2 to your Defense DC, and all damage you take up to -10hp is considered non-lethal, you are merely passed out when you'd normally be dead until you reach -11 and beyond. You remain passed out until you are healed to at least 1hp, such as 24/25hp. Waste Not [sapphire] Your healing lingers, so that no energy is lost. When you heal someone in any way (healing points, skills, potions, wands, etc), any healing above what they need to refill their HP total they gain as temporary hit points that last until the end of combat. If they are over their normal hit points when the temporary hit points fade, then they will immediately die. | ||
c h a r a c t e r f l a w s | ||
Frail Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin. Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice + END + WLP as your hit points. You cannot use temporary hit points either, even from spells. Inattentive Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings. Penalty: You suffer a -2 penalty on all Listen, Search, Sense Motive, and Spot checks. Tithe Bound by virtue, you donate some of your wealth and plunder to a worthy cause. This may be a church, the orphanage where you grew up, or as offerings to the spirits. Penalty: You must tithe 10% of your gold earnings from missions and quests, causing you to earn 10% less. So for instance if the group earned 4000gp, you would only get 3600gp. You MUST make this clear to your DM when you post your stats. | ||
i t e m s and e q u i p m e n t | ||
Silver Battlebook [main weapon equipped] 1d4 damage, used for parrying attacks [☼] Brilliant: Lights up on command. [☼] Called: Can teleport back to hand, range 100ft [☼] Defiant: Can never drop weapon even with critical fail [☼☼] Silvered: The Battlebook has been dipped in silver Mithralweave Armor [armor equipped] +13 Mundane Defence, Magically Warded [☼] Absolute Courage: Immunity to fear effects [☼☼☼] Benevolent: +2ddc when defending/healing [☼] Emperors Armor: Appears as normal clothing Satchel of Holding [container] 10 extra item slots Greater Wand Sheathe Wand of Full Heal [aquamarine] 10/10 Minor Potion Sheathe Consumables Full Heal Potion Full Heal Potion Mass Healing Infusion [Greater; AoE Full Heal] Fizzwinken's Diagnostic Cognitive Florid Monocle [neck equipped] This monocle hangs around the neck from a very colorful length of braided cotton candy unicorn hair. Gazing through this monocle at magical items reveals a faint aura about them. It also allows the wearer to better recall texts they have read in the past, granting +5 to Knowledge Checks. Gazing at your allies allows you to tell which of them are affected by detrimental effects. The user may sacrifice 5 points healing in order to remove 1 point of trait damage or the effect shaken, dizzy, or ill. You may use 10 points of healing to remove frightened, nauseated or fatigued. You may use 15 points of healing to remove terrified, sickened or exhausted. Each type of effect appears differently through the glass, so the owner learns quickly what effect their ally is under. Codex of the Infinite Planes [Book] An ancient book containing forbidden lore and the secret to travel between the planes and dimensions, this gives the owner a +5 to Knowledge (Planes). Herbarium Medicus [Book] Carefully avoiding any herbs that might be harmful, it is a fine resource none the less. The drawings are very precise, and herbs on most common ailments can be found here. Mind you, most potent magical herbs have also nefarious uses, thus are not displayed here. The book is worn with much use, it is both large and heavy due to its binding. The author was an apothecarian, and many simple brews are mentioned. This grants a bonus of +5 to this specialized knowledge, Knowledge (Medicinal Herbs). Truffles [magic item] How can you deny the cuteness of this baby unicorn? Cotton candy pink with a darling disposition, this baby unicorn would be a sweet companion for a little girl. It is loyal, and carries with it the sweet scent of cotton candy wherever it goes. The scent is soothing, and carries with it the legendary healing qualities of all unicorns, gifting it's owner with 10 more healing points if they have Healing Affinity, or Self-Healing. If you are a healer, it grants you 20 more healing points. Mundane Equipment Basic healers equipment, ink, pen, parchment, rations, sewing needle and waterskin. Staff of Blessed Relief [stashed] This simple wooden staff is given to young clergy when they first set out into the world to spread the charity of their faith. The staff allows use of the following spells Create Water = Create fresh clean water, 2 gallons per gemstone rank. Minor Heal = Heal up to 5 points per day. Blessing = +1 to all allies saves against fear. Mace of Courage [stashed] [☼☼] This heavy mace is enchanted with Fire, and imposes a -1 penalty to Melee Strike made by evil creatures against you. |