Post by Posy on Apr 29, 2015 19:37:01 GMT -5
P O S Y E L I Z A B E T H P E A R S A G E
G A M E S T A T I S T I C S
Dice: 2d86
Defense DC: 20
Initiative: +2
(Qck 12, Ponderous -10)
Self-Healing Points: 26
Sensual Healing Points: (CHA) 12
Hit Points: 48
(Half Dice = 43 , Endurance = 0, Willpower = 5, Diehard = 0)
C L A S S and P R O F E S S I O N
Primary Class: Support
Primary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Secondary Class: Arcane
Class Bonus: +2 to Magic Saves
Secondary Profession: Spellborn
Bonus: "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
T R A I T S (31)
Strength [0]
Quickness [10]
Endurance [0]
Willpower [5]
Intelligence [4]
Perception [0]
Charisma [12]
T A C T I C S and T A L E N T S
Spot: (Per 0, Alert 5, AbsentMinded -1, Lantern 5) +9
Listen: (Per 0, Alert 5, AbsentMinded -1) +4
Search: (Per 0, Investigator 5, AbsentMinded -1) +4
Insight: (Per 0, I Notice Everything 5, Investigator 5, AbsentMinded -1) +9
Diplomacy: (Cha 12, Alluring Tongue 5, Silver Tongue 5, Ring 5, Animal Mag 3, Maj Ornate 3) +33
Bluff: (Cha 12, Silver Tongue 5, Ring 5, Animal Mag 3, Mask 5) +30
Intimidation: (Cha 12, Animal Magnetism 3) +15
Gather Info: (Cha 12, Investigator 5) +17
Endurance: (End 0, Push to the Limit 5, Stamina 2) +7
Willpower: (Wlp 5, Iron Will 2) +7
W E A P O N S
Fizzwinken's Veritable Horizon War Blaster (1d8)
This beautifully crafted flintlock pistol 1d8 has a thin ring surrounding the barrel, allowing the bearer of the pistol to evade the damage of one melee or ranged attack once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells. It also maintains it's Reliable, Dry Load, Distance and Phantom enchants.
Strike: +10
Damage: +10
•Reliable: Once per combat, if your firearm misfires (a roll of 1 for Strike), you may ignore the misfire and proceed as normal.
•Dry Load: This allows gunpowder weapons to be loaded and fired underwater or in other airless environments. Weapons used underwater still take any penalties while being used.
•Distance: Double range.
•Phantom
\Easy Reload
\Combat Marksman
\Bloodthirsty Bullet [Bypass def 1/combat]
\Pistol Whip
\Running Gunner [Extra non attack action]
Brass and Ivory Flintlock Pistol
A R M O R - +20 DEF / +18 DEF Magical / +5 DEF Cold
Elusive Dance (+3 DEf)
Vestment of the Champion (+4 DEF)
Amulet of Armor (+5 DEF)
Studded Leather (+9 DEF) *****
Crafted by Finn
Fizz Mask (+5 DEF Cold}
•Magi: This allows you to use one extra defense spell in combat. It must be Defense Boost, AoE Defense Boost, Defense Absorb, or an Evade.
$Vestment of the Champion (+4 DEF)
***use with Running Gunner to attack, and cast spell first round
•Stamina: +2 Endurance Saves
•Major Ornate: +3 Diplomacy
•Magically Warded
\Quickstep (Evade)
\Arcane Image (Evade)
$Erastosthenes' Sieve Defense (Spell: 1/2 Evade spell/regged spell)
^Ring of Evasion (Evade)
M A G I C
Strike: +12
Damage: +12
Spell DC:
\Sealed with a Kiss (Use Cha)
\Magical Affinity
\Psionic Affinity
\Spell Combatant
\Arcane Warrior
\Arcane Lucubration
\Elemental Co-Mixture [TW]
S K I L L S
(racial) Versatility
(racial) Alert (+5 Spot & Listen)
(racial) Push to the Limit (+5 Endurance)
(teamwork) Elemental Co-Mixture [Teamwork]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat.
(support) Polyglot (c: Ancient, t: Sylvan, a: Planar Common, s: Orcish, e: Gnomen, r: Runin)
(support) Self-Healing
(flavor crystal) Alluring Tongue (+5 Diplomacy)
(flavor crystal) Lip Reading
(flavor crystal) Investigator (+5 Gather Info, Insight, Search)
(crystal) Combat Marksman
(crystal) Magical Affinity
(crystal) Iron Will (+2 Amber, +3 Emerald, +4 at Obsidian)
(crystal) Bloodthirsty Bullet (1/combat bypass mundane defenses)
(crystal) Easy Reload
(charmer) Sealed with a Kiss (Use Cha for Magic)
(flavor topaz) Stitch in Time
(topaz) Quickstep (v) (Evade)
(topaz) Sensual Healing (Heal as many points as CHA bonus 1/combat)
(topaz) Pistol Whip (Use pistol as bludgeon weapon)
(flavor amber) Sexy and You Know it (+5 CHA agsnt those attracted to her)
(amber) Animal Magnetism (+3 bonus to Bluff, Diplomacy and Intimidation. )
You are able to choose one type of monster that you can use any of your charmer skills against, a second at Sapphire, a third at Emerald and a fourth at Obsidian.
1) Magical Creatures
s2) Monstrous Humanoids
e3)
(amber) Elusive Dance (v) (+3 DEF, +4 Emerald, +5 Obsidian)
(amber) Running Gunner (You can move or make another non-attack action 1/combat)
(arcane) Spell Combatant
(flavor sapphire) Aura of Lust
(sapphire) Arcane Image (Evade)
(sapphire) Smoldering Glance
(sapphire) Armorbane Shot
Your foe will regret their bodily limits as your bullets leave dents, pocks and bruises across their armor or body. This can be used once per combat, and decreases a target's Defense DC by 2 for the remainder of combat.
(flavor emerald) All You Can Think About
(emerald) Swordsman's Folly (evade melee, do dmg of gun dice, no defense allowed)
(emerald) Parry Spell (Reflect regged spell 1/combat)
(emerald) Arcane Warrior (Wield invoc and weapon)
(spellborn) Psionic Affinity
(spellborn) Psychometry
(flavor ruby) Esoteric Erotica
The charmer has taken a special interest in the sexual proclivities of the more ... peculiar denizens of the fantasy world. Forbidden texts have been studied and the mothers of planetouched children have been spoken to. Thanks to this the seducer has an unrivaled understanding of the anatomy and tastes of the beings from other planes and the non-humanoid sentient beings. This gives a +5 to all Knowledge Checks involving extraplanar creatures.
(ruby) Force of Will
You are able to resist certain attacks and effects with extreme force of will. Once per adventure, you may make a Willpower save in place of any Endurance save you are asked to make. At Emerald, you may use this skill twice per adventure. At Ruby three times per adventure and at Obsidian, four times per adventure.
(ruby) Correcting Aim
You gain a +2 to your ranged Strike in the round immediately after a miss, only if you go after the same target as the round before, as you've corrected your aim and have a better chance of hitting. Once per combat.
(ruby) Arcane Lucubration
This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
F L A W S
- Absent-Minded
You are preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Penalty: Take a -1 to all Spot, Listen, Search, Insight and Knowledge Rolls
- Ponderous
You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
- Uncoordinated
You have issues with coordination decreasing your maneuverability.
Penalty: -2 on Acrobatics and Athletics Checks
B A C K G R O U N D
Race: Human
Homeland: Bryony
Deities: Fytavlo, Inu'us
Fytavlo
Inu'us
Languages: Common, Bryonish, Commonsign, White Tongue, Ancient (p), Sylvan (p), Planar Common (p), Orcish (p), Gnomen (p), Runin (p)
Height: 5'8"
Body: Curvy in all the right ways
Hair: Long, Wavy Blonde
Eyes: Hazel
Alignment: CG
G E A R
Body Slots
Head:
Neck: Amulet of Armor +5 DEF
Face: Fizzwinken's Mystical Hyperborean Facade
This mask has a fringe of white fur and colorful feathers around its edges. It's mouth area resembles the snarling mouth of a winter wolf. When worn, this mask allows you to breathe a 30-foot cone of cold that deals 1d6 damage, once per combat. It also provides a +5 DEF against cold based attacks, and gives a bonus of +5 to Bluff Checks.
Shoulders:
Cloak:
Armor: Studded Leather +9 DEF
Torso:
Waist:
Legs:
Arms:
Hands:
Feet:
Body Mod:
Rings
1) Ring of Persuasion: This slender ring of white gold is inset with a small moonstone chip. It allows you a +5 to Diplomacy and Bluff rolls.
2) DeSquishifier Ring This ring aids your squishy allies by offering them a little bit of a boost of 5 hit points at the start of an adventure. They must stay within your general area to keep the buff. This buff can only be gained by squishies, i.e. those with 20 or under hit points. You may also, once per adventure, use the ring to take 1/2 the damage for an ally that would otherwise kill them. Only one de-squishifier ring can be in use for any given ally at a time. [Worth: 1,500gp]
Magic Pack
1) Lantern of Revelation: This handy, plain looking magical lantern helps you with your Spot checks, giving you a +5 to Spot. It also will reveal to you anything that is invisible around the area.
2) Idol of Eyes [Magic Item]
This squat, golden idol looks like a bald, obese wise man with an extra eye in his forehead. It can be used once per day to gain simple information with a single yes-or-no question. The answers do not come from a deity, but instead from insights granted by celestial movements and conjunctions.
3) Chime of Opening [Magic Item]
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of the chime of opening to get it open. A silence spell negates the power of the device. [20/20 Uses] [Worth: 2,000gp]
4) Chronocharm of the Archmage [Neck]
(Magical or Psionic Affinity Focus)
This charm resembles a small open book hanging from a mithral chain. A chronocharm of the archmage allows the wearer to cast any spell during their round of combat as a free action which does not take up any of their spells per combat, leaving them the ability to take another non-attack action such as healing, casting another non-attack spell (this one does count towards your total per combat), moving a distance requiring a round, etc. [Worth: 12,500gp]
5)
Consumables
1) 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
2)
3)
4)
5)
Books
1) 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).
2)
3)
Mundane Gear
-- Bedroll
-- (2) Belt Pouches
-- 1 Blanket
-- 1 Backpack
-- 1 Wineskin
-- Compass
-- (10) Candles
-- (2) Candlesticks
-- Chalk
-- Tea Pot
-- (2) Empty Vials
-- 50 Feet of Silk Rope
-- Flint & Steel
-- Ink / Ink Pen / Parchment
-- Mess Kit: bowl, plate, fork, spoon, and cup
-- Money Belt: This cloth pouch is worn under clothing and can hold up to 50 coins.
-- Rations
-- Sewing Needle
-- Sealing Wax
-- Soap
-- (1) Small Steel Mirror
-- Small Hammer
-- (1) Waterskins
Special
Posy receives Blessing of the Galka - +3 to any checks that use strength as a modifier, and the fearless skill (until this quest line is over)