Post by Ic'anthe Lysea on Mar 28, 2015 5:32:31 GMT -5
Biography
NAME | Ic'anthe Lysea |
(( SUITE )) | (( radiant anima )) |
ALIGNMENT | Chaotic Neutral |
RACE | Si'lura (( Original )) |
FAVOURED FORM | Harris Hawk (( Click )), Human |
RACIAL WEAKNESS | Cold Iron |
COUNTRY OF ORIGIN | Kir'viir |
LANGUAGES | Common, Bestial (free), Elvish, Sylvan, Druidic |
FLAWS | Distinctive, Divine Gestures, Technophilia |
QUIRKS | Hauntings of the Past, Zealot |
The Beginning
1, 2, 3...
1,2.3...
1,2.3...
Statistics
DICE | 2d52 |
HIT POINTS | 28 (( Half Dice = 26 , Willpower = 2 )) |
DDC | 14 (( 10 + Quickness )) |
MAGICAL STRIKE | +10 (( INT )) |
SPELL SAVE | 15 (( Base + INT )) |
PHYSICAL STRIKE | +4 |
HEALING POINTS | 14 |
MUNDANE DEFENSE | +15 (( Armored Ink, Spirit Armor )) |
MAGICAL DEFENSE | +15 (( Armored Ink, Spirit Armor )) |
Traits, Tactics and Talents
STR [ 0 ] | QCK [ 4 ] | END [ 0 ] | WLP [ 2 ] | INT [ 10 ] | PER [ 0 ] | CHA [ 0 ] |
Diplomacy | +0 | Alert | +0 | Swim | +0 | Thievery | +4 | Ride | +4 |
Intimidation | +0 | Spot | +5 | Acrobatic | +4 | Locate | +0 | Handle Ani. | +0 |
Bluff | +0 | Listen | +5 | Tumble | +4 | Escape | +4 | Nature | +10 |
Disguise | +0 | Athletics | +0 | Balance | +4 | Lockpick | +4 | Use Object | +4 |
Stealth | +4 | Climb | +0 | Rogue | +4 | Appraise | +0 | Sleight | +4 |
Insight | +0 | Jump | +0 | Disable | +4 | Gather inf. | +0 | Knowledge | +10 |
Classes and Professions
PRIMARY CLASS | Devout |
BONUS | Holy Symbol, +2 Magical Saves |
PRIMARY PROFESSION | Druid |
BONUS | Totem Weapon, Healing Affinity |
SECONDARY CLASS | N/A |
BONUS | N/A |
SECONDARY PROFESSION | N/A |
BONUS | N/A |
Skills
RACIAL | |
Shapeshifting | You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature. |
Natural Spell | While shapeshifted, you are able to use and cast your spells as normal, even if you usually need verbal components. |
Magical Affinity | You have innate or learned magic ability. You cannot use magic in OH without this skill. |
FLAW | |
Alchemy | You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions. |
PROFESSION | |
Healing Affinity | 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. |
Briarweb | A druid may call upon vegetation and briars once per combat to spring up and entangle a target, causing them to lose their turn/s. The druid must be in a natural environment to use this skill. Combat - Lose Turn. |
Eyes of the Raptor (Totem Weapon) | The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank, so Crystal can see 1 mile, Topaz 2 miles, etc. |
FLAVOUR SKILLS | |
Crystal | |
Knowledge | 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. Wild Animals, Botany, Nature |
Beastspeak | While shapeshifted, you are able to speak normally in any language in which you are fluent. |
Scent | You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you. |
Topaz | |
Commune with Nature | This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc. |
Amber | |
Wild Cohort | You have a special bond with a wild animal, and it is willing to travel and adventure with you. This animal can serve as a simple non-combat mount, but it cannot serve as a familiar or animal companion (see those skills). You may teach this cohort three commands out of the following list of commands: "scout ahead", "track scent", "go home", "flush out", "stalk", "warn", "hunt", "trip". Varis - black wolf Warn, Hunt, Stalk |
CRYSTAL SKILLS | |
Alert | You gain a +5 to Spot and Listen Checks. |
Bestial Fury | A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG. Combat - +5 DMG. |
Prayers to the Gods | A devout may offer up a special prayer once per day, that gives him particular abilities. Only one prayer may be used per day from the following list. Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it. Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher. Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check. Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead left with 1 hit point short of dying. Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round. Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save. |
Tactician's Sense | Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill. |
Darksight | The ability to see in total darkness up to 60 feet. |
TOPAZ SKILLS | |
Divine Health | You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. |
Rebirth | You are so attuned with the natural world that if you are killed, you may instantly be rezzed with full health and no loss of dice, and this does not take up one of your five rezzes in OH. This is a boon granted by your ties with nature itself. This can only be used once per week. |
Spirit Armor | This spell allows the druid to be surrounded by a portion of his own life's essence which takes the form of a shimmering aura. It gives protection to magical and non magical attacks with a +2 Defense. It doesn't add on any weight to the druid, and it doesn't interfere with any other spellcasting. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5. |
AMBER SKILLS | |
Dextrous 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. |
Mother Earth's Hand | This allows a druid to call to mother earth and cause a protective shield of earth, wood, and/or stone to rise up and around a target or themself, negating all damage done to that target or self once per combat. Defense - full negate damage. |
Savage Blessing | This allows a druid to be more accurate in delivering an attack for one round, giving the druid a +5 to their Strike once per combat. Combat - +5 Strike. |