Post by Head Moderator on Apr 28, 2015 21:12:55 GMT -5
Name: Badeaux "Gator Bone" Shortshanks
Color/Font: Green/TNR
Alignment: Chaotic Neutral
Age: 28
Hair: Long, curly brown
Eyes: Bright Emerald
Height: 2'10"
Race: Bayou Halfling
Languages: Common, Maddish, Halfling, Fungin, Arboreal, Grippli
Deity: Marais
Description: Just under three feet tall, Badeaux, who goes by 'Gator Bone' is a slim halfling specimen. Life in the humid bayous of Madder is harsh, and the bayou halflings have adapted very well to that life. Tattoos cover her body, and much of the time she wears clothing that allows most of her upper body tattoos to be seen. Tight brown leather trousers and thick boots are a mainstay. Her hair is long, mostly braided, and kept sleek and silky with sweet smelling oils. Eyebrows, ears, and nose are all pierced. Swamp tataus and piercings are something the halflings are known for, and her uncle is one of the finest swamp tatau artists known to the region.
Background: One could have a fine and full life living in the swamps, but when Gator Bone got a taste of adventuring during the Bog of the Fungus Demon foray she accompanied the Obsidian Heart on, she got the bug. Once her ancestor Risloneaux (who was found turned into a lich) was returned to her family, she headed right on back to the Heart to sign up as a bonafide adventurer herself! Soon after, she was reunited with a friend from home, Fremont, which only made her choice that much sweeter to have a dear friend at her side!
QUICK LOOK
Current Rank:Sapphire Defender
Current Dice: 2d62
Hit Points: 34
Defense DC (18 + 1 Small and Fast) = 19
Initiative = +8
Healing = 16
Magic Save: +8
(WLP 3, Holy Symbol 2, Iron Will 1, Halfling Resilience 1, Gris Gris 1)
All Saves: +1 Halfling Resilence, +1 Gris Gris
Endurance Checks: +5 Push to the Limit, END 0 = +5
TRAITS = 21 Points
Strength - 0
Quickness - 8
Endurance - 0
Willpower - 3
Intelligence - 9
Perception - 1
Charisma - 0
TALENTS AND TACTICS
Diplomacy (Cha) = 0
Intimidation (Cha) =0
Bluff (Cha) =0
Disguise (Cha) =0
Stealth (Qck 8) = +8
Insight (Per 1, Incredible Insight 5, Investigator 5) = +11
Spot (Per 1, Alert 5) = +6 (+2 Swamp Child)
Listen (Per 1, Alert 5) = +6 (+2 Swamp Child)
Search (Per 1, Investigator 5, Impatient -2) = +4 (+2 Swamp Child)
Appraise (Per 1) = +1
Locate Traps (Per 1) = +1
Rogue (Qck 8, Impatient -2) = +6
Escape (Qck 8) = +8
Gather Info (Cha 0, Investigator 5) = +5
Ride (Qck 8) = +8
Handle Animal (Cha 0) = +0
Use Object (Qck 8, Impatient -2) = +6
Athletics (STR 0, Athletics 5) = +5
Acrobatics (Qck 8, Acrobatics 5, Belt 5) = +18
Primary Class: Devout
Class Bonus: "Holy Symbol" +2 against saves for magic
Secondary Class: Support
Class Bonus: 2 Free Skills
Primary Profession: Shaman
Bonus: "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession.
Secondary Profession: Healer
Bonus: Healer's Touch - Double healing points.
Flaws
1. Compulsive Honesty If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
2. Divine Gestures Your spells fail when you are wearing anything but light armor.
3. Impatient You take a -2 penalty on all Disable Device, Forgery, Move Silently, Open Lock, and Search checks.
Skills
(racial) Halfling Resilience | +1 to all saves
(racial) Athletics | +5 Athletics
(racial) Alert | +5 Spot/Listen
(racial) Small and Fast | +1 DDC
(teamwork) Darting Retrieval
As your ally disarms a foe, you knock the disarmed item out of the way. If your ally disarms a foe (or otherwise removes an item from them), if the item lands within melee range you can move the disarmed item further away as a free action, causing the target to be unable to retrieve the item in one round; needing two instead. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Your ally with this Teamwork skill must also have Disarm Skill.
(flavor c) Incredible Insight | +5 Insight
(flavor c) Investigator | +5 on Gather Info, Insight and Search
(flavor c) I Remember This One!
You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
(crystal) Dex Fighter
(crystal) Acrobatics | +5 Acrobatics
(crystal) Alchemy
(crystal) Darksight
(crystal) Iron Will | +1 Willpower Checks
(flavor t) Nimble Feet
You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(shaman) Magical Affinity
(shaman) Animal Spirit Guide | +4 Alligators
They gain +4 on Handle Animal checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice.
(topaz) Push to the Limit | +5 Endurance Checks
(topaz) Rezz the Dead
(topaz) Create Doll | DC21
A shaman may create a featureless doll, save for the basic anatomy of a body, which takes up one round of combat. The doll is the vessel for the shaman's Voodoo Curse. The doll will work only on the person that the shaman has chosen during the creation of the doll. The target is allowed a Willpower Save against the creation of the doll. The save is 10 + shaman's INT. A doll lasts for one full combat.
(flavor a) Swamp Child | +2 Spot, Search, Listen
You have spent years in the swamps of Madder. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain. You gain a +2 to Spot, Search and Listen in swamps, you will never starve in the swamps and marshes and you have no issue moving across the terrain.
(amber) Gris Gris | +5 DEF
(amber) Poison/Venom Immunity
(amber) Voodoo Curse
A shaman may establish a powerful spiritual connection with any being it can comprehend, but this is still limited by the shaman's physical form. As long as the shaman has at least one Voodoo Doll and is able to perceive his target, he may cast a Voodoo Curse upon his target, linking the creature to the inanimate doll which resides in the shaman's hands. He may now deliver spells and attacks against the doll to which the effects will be immediately delivered to the chosen target. No actual damage is dealt to the doll itself. The doll may not be used by any other than the shaman.
(support) Healing Affinity
(support) Spirit Walker | 1/2 dmg from one melee or ranged attack 1/combat
A shaman's form becomes a dual existence, both the physical and spiritual link through space and time from the other-world to the material plane. However, a shaman may use his powerful magics to retract this link and cause a shift in his physical form as he is thrown into the realm of the bad spirits. This allows the shaman to become partially insubstantial, taking half damage from one melee or ranged attack, once per combat.
(flavor s) Approximate Understanding | 1 Knowledge Check at +10
You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
(sapphire) Pins and Needles | +6 DMG
A shaman carries around a set of small, handmade pins and needles of bone, wood or metal which he himself has granted magical powers. If the shaman sets up a successful Voodoo Curse with a target then he may use his turn of combat to stick a single pin into his target’s Voodoo Doll, dealing +2 damage each round against the target creature, which bypasses all defenses. At Emerald, Ruby, and Obsidian Rank you gain the ability to stick another pin into the doll, gaining at Obsidian rank a total of +8 DMG you may make upon a person with this attack, each round until they are dead or you pull the pin out. If you have made multiple dolls, you may pin any one of those targets in the round when you gain multiple pins. No Strike or roll of any dice is needed to stick a pin in, but it takes your turn to stick a pin. Once a pin is stuck, you may do other actions on your next turn and succeeding turns.
(sapphire) Rapid Voodoo
You are so skilled at creating voodoo dolls that you can create one without taking up a full round of combat, enabling you to craft a voodoo doll and use it (or make another action) during the same round.
(sapphire) Tribal Dance | 1 Dance per Combat
The shaman learns tribal dances that augment his magic. Performing the appropriate tribal dance immediately before casting certain spells imbues the spell cast with one of several effects. You may only use one tribal dance per combat. You learn new tribal dances as you increase in gemstone rank.
(Topaz) Bone Dance: The shaman can perform the bone dance, a menacing, frightening series of juts and screeches, accompanied by the violent shaking of bones, a skull on a stick, or the carcass of a freshly killed animal. This dance causes any necromancy type spells DC to be increased by +2.
(Amber) Fire Dance: The shaman can perform the fire dance, a vigorous gallop and chant either around an open fire or while holding an open flame (such as a torch). This dance augments any fire or light based spells DC to be increased by +2.
(Sapphire) Medicine Dance: The shaman can perform the medicine dance, a rhythmic, circular shuffle and soft, sorrowful chant. This dance allows a healing or cure spell to be used in combat, and it does not count against your spell use per day/adventure/combat.
(Emerald) Rain Dance: The shaman can perform the rain dance, a pleading, murmured trot, palms and face raised to the sky. This dance causes any electricity, air or water spells to have a +2 to their DC.
(Ruby) War Dance: The shaman can perform the war dance, a howling, spinning, and hooting display of intimidation, prowess, and weaponry, often performed around an open fire or before a group of warriors. This allows the shaman to cast any spell that enhances a weapon or an ally, and it does not count against your spell use per day/adventure/combat.
(flavor e) Mumbo Jumbo
(emerald) Detect Spirits
A shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures or fey within 60 feet of him. A shaman also knows roughly how many hit points such a creature holds (seek DM's aid).
(emerald) Mojo Bond
You may link any creature with which you've established a Voodoo Curse upon, with a second enemy. Once per combat, anything that is done to the target of the Voodoo Curse also happens to the chosen second enemy that you've linked to your target. If your target gets a save, and is successful, then the second enemy is saved as well but if your target fails his save, if one is required, the linked enemy is considered to have failed as well.
(emerald) Unwelcome Gift
Draw on the bad mojo of one of your allies! Remove a condition from an ally and place that condition on your chosen enemy target. A DC15 Willpower save is given to the chosen enemy, if they fail they gain the condition and your ally is relieved of the condition. This can be used for various conditions such as Sickened, Fearful, Shaken, Nauseated, etc. Anything besides the normal conditions must be approved by the DM.
(healer) Healing Affinity | 26
(healer) Healing Run | Heal up to 3 and make a normal attack
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.
(flavor r) Whispers
The spirits whisper into the shaman's ear a translation of any language the shaman is currently listening to or reading. At Topaz Rank this includes all natural and country languages, at Sapphire it includes Supernatural languages, at Ruby it includes Archaic languages and at Obsidian you may choose one Private language that you may have the translation whispered to you. This can be used only once per day, for up to 30 minutes.
(ruby) Black Magic Pact
Once a week, when an enemy of equal or lower dice that is under the shaman's Voodoo Curse is within 10 points of death, the shaman can attempt to swap the soul of a fallen ally for that of the expendable foe, restoring their ally's essence to the material plane in a resurrection. The chosen victim is allowed a Willpower Save of DC10 + Shaman's Intelligence Bonus. If they fail their save, the fallen ally will be revived from the dead as well as healed of any damage equal to the amount of hit points of the sacrificed victim, though it will never go over however many hit points the ally normally is given. For instance, if a creature with 22 hit points is sacrificed, the ally is resurrected and healed of 22 points of damage. If the pact fails, the victim gets an immediate full attack upon the shaman.
(ruby) Evil Eye | 1/adventure, force enemy to reroll save
Once per adventure, when an enemy makes a successful save, you may force them to re-roll their save. This can be used at any time, even if it is another ally that is seeking the save from the enemy.
(ruby) Voodoo Torment
A target who is the subject of a Voodoo Curse becomes unable to use any defensive maneuvers or skills for one round of combat, as the sensation that their very skin is crawling manifests itself as a physical result of his soul being tortured slowly be malicious spirits.
Primary Weapon: Fizzwinken's Deflecting Penetration Consecrated Skiver | 2d6 or 1d6/1d6
+3 to Strike Roll to Allies
+5 Magic/Mundane Def
This gator bone spear 2d6 (or 1d6/1d6) does not appear as if much changed save for the shape of the staff is now a spear with a blade at one end. Bone beads festoon the length of this gnarled gator bone staff. They hang in clumps or wrap around it like a snake, rattling and hissing at every move. Some creators dye the bone beads bright yellow, red or blue or add tiny rodent skulls or glass beads. The beads act as a channel, drawing spiritual essences toward the staff. These are not ghosts, but echoes of the ancestors of nearby living beings. When the wielder shakes it menacingly, the bone beads slide together and create a loud rattling that fills the area. All allies in the 30 foot burst area who can hear the staff's rattling perceive the whispers of long-dead ancestors advising them, offering guidance and encouragement. They gain a bonus of +3 to their next Strike Roll. This staff can also be used for defense, and grants a +5 magic or mundane defense while it is being used.
Secondary Weapon:
Ranged Weapon:
Hidden Weapons: 1 Dagger | 1d4
Extra Attack Item:
STRIKE AND DAMAGE
Melee Strike = +6
Ranged Strike = +6
Magical Strike = +7
Melee Dmg = +6 (Dex Fighter)
Ranged Dmg = +6
Magic Dmg = +7
Defense = +20 DEF / +15 M.DEF
(Troll Hide +11, Amulet of Armor +5, Gris Gris +5, Fizzwinken Skiver +5)
Head:
Face:
Neck: Amulet of Spell Learning
This silver locket only has power when used by someone with magical affinity. It allows a mage to write 1 extra spell per dice rank, starting with the rank they are when they obtain the item.
Torso:
Body (Armor): Troll Hide | +11 DEF
Cloak:
Waist: Belt of Tumbling | +5 Acrobatics
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
Legs:
Arms/Wrist: Bracelets of Spell Sharing | Share positive spell with friend / 60feet
These bracelets are keyed to each other, and only take up the slot of the owner. The owner can give the second bracelet to any target, and any one positive spell cast upon the owner is now shared with the target wearing the second bracelet. You must stay within 60 feet of each other for the spell to remain in effect for the second target.
Hands: Gator Leather Gloves
Feet:
Body Mod:
Rings: (Up to two active)
1. Ring of Transparent Foliage | can see through vegetation
2.
Consumables:
1. Healing Potions (3) (Full Heal)
2. Rezz Coin (1)
3. Sunrod (5)
4. Tindertwig (10)
5. Cure Disease (10)
Magical Pack Items
1. Orb of Piercing Light [Can pierce even magical darkness, on staff]
2. Dirt of Swamp Fire [When thrown in fire, produces "fireworks"]
3. Drinking Horn of Flowing [When grasped and held upright fills with sugarcane rum]
4. Thurible of Healing [Burn swamp moss, everyone healed]
5. Wayfinder
This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.
IOUN STONE:
Mundane Pack Items
Backpack
Waterskin
Flint & Steel
Whetstone
Bedroll & Blanket
Chalk (5)
Soap
Hemp Rope (50ft)
Sewing Needle & Thread
Teas: birthnot, herbal