Post by Xilthara on May 23, 2015 18:52:10 GMT -5
Name: Xilthara Greysong Age: 50 Race: Ghost Elf Weakness: Cold Iron Alignment: NG Hair: Silvery White Eyes: Solid Jet Black Height: 5'0' Build: Slender and Petite Origin: Ituri Forest, Kir'viir Languages: Common, Ghost Elven (free), Elven, Eirchaic, Sylvan, Infernal Family: Indrila Greysong - Mother Eldryn Greysong - Father (Deceased) Vestelia Shyael - Grandmother (maternal) Adrysin Shyael - Grandfather (maternal) (Deceased) Ellyon Greysong - Grandfather (paternal) Navila Greysong - Grandmother (paternal) (Unknown) Deity: Xuld Flaws: --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. --Sunblind You have trouble seeing in direct sunlight due to your eye's sensitivities. Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc. --Anxious After suffering terribly for not being tight-lipped enough as a child, sharing secrets your friends and family did not want shared, you developed a habit of being overly cautious with your words. Penalty: -4 to all Diplomacy Rolls. STATISTICS Rank: Topaz Marshal Dice: 2d48 DDC: 13 HP: 26 STR: - QCK: 3 END: 0 WLP: 2 PER: 0 INT: 6 CHA: - |
CLASS AND PROFESSION Primary Class: Arcane Bonus: +2 Spell DC's Primary Profession: Spellborn Bonus: "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells. |
FLAVOR SKILLS (f-c) Polyglot c: Sylvan, t: Infernal (f-c) Knowledge c: Arcana, t: Monster Lore (f-c) Shroudsight Shroudsight allows a mage to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the mage can spot ghostly buildings and items, the landscape of the so-called Shroud or Ethereal Plane, and even wraiths themselves. However, there are odds that an observant wraith will notice when a mage suddenly starts staring at him, which can lead to unpleasant consequences. (f-t) Clairvoyant You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.] BASIC SKILLS (rc) Elven Beauty +10 Diplomacy (rc) Darksight (rc) Alert +5 Spot, Listen (c) Iron Will +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian. (c) Tactician's Sense INT for Strike ARCANE SKILLS (f) Familiar (ar) Psionic Affinity (sp) Magical Affinity (sp) Psychometry By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information. (c) Invisibility You can become invisible at will, giving you a +5 to Hide Checks. Once per day you may pass a Hide check without rolling. (t) Arcane Pedagogue Write twice as many spells. COMBAT SKILLS (c) Point Blank Spells In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5. (c) Arcane Image Evade (t) Eldritch Focus 1/combat, double INT (t) Innate Spell 1/combat cast, does not take up spell. |
PRIMARY WEAPON (Elven Thinblade) | xxxxxx |
ARMOR Armored Ink***** | +13 DEF |
Caster's Protection: Free Defense Spell 1/combat Spell: Reflective: 1/day, reflects regged spell back to caster. |
GEAR SLOTS Head: Neck: Fizzwinken's Strategic Howling Ghostripper w/ Rezz Coin Everyone dies as an adventurer, don't they? Well, it's not a problem with the Ghostripper. This amulet is in the shape of a howling wolf's head, all you need now is a rezz coin to shove inside the opened maw. While there is a rezz coin in place it first attempts to keep you from dying by giving you 10 hit points. If you still end up dead, it howls menacingly to those that would pull your spirit away, ripping your ghost from the claws of the afterlife and tucking it safely back inside your body. It works three times before you must replace the spent rezz coin. Hands: Arcane Finger Sleeves I-V Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat. Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day. Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat. Shoulders: Cloak: Cloak of Ghostly Intent This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active. [Worth: 2000gp] Body: Armored Ink Torso: Waist: Legs: Feet: Body Mod: Phoenix Tattoo / Rezz Coin Personal Tattoo: Parent's Love Many adventurers journey far from home, leaving their children behind where they’re safe. Some adventuring parents carry reminders on their skin in the form of children’s initials, dates of birth, or favorite animals or toys. The tattoo can be activated once per day to locate the child the tattoo is tied to, with a range of 1,500 miles (the tattoo bearer and the child must be on the same plane of existence). The locate effect lasts for 2 hours once activated. In addition, once per day the tattoo allows the bearer to send a telepathic message to their child of up to 25 words. If the child is old enough to comprehend what is going on, the child can send a message of the same length back to the parent. One may have as many tattoos as they have children, each tied to a different child. The tattoo is effective throughout the child’s life. MAGIC ITEMS 1. 2. 3. 4. 5. CONSUMABLES 1. Wand of Ghoul Touch [10/10 Charges] This bone wand has tiny bits of rotting flesh stuck to it, and has a ghoul's filthy claw fit into the very end. It can be used to paralyze one target. They get a DC15 Endurance Check against paralyzation, if they fail they are paralyzed for one round. It can only be used against the same target once per combat. 2. 3. 4. 5. BOOKS 1. 2. 3. -- Belt Pouches -- Blanket -- Compass -- 6 Candles -- Chalk -- Coffee Pot -- 1 Cooking Pot -- 1 Basket -- Flint / Steel -- Hammock -- 1 Hip Lantern and Oil Flask -- 2 Days Rations -- Sewing Needle -- Soap -- Small Steel Mirror -- Waterskin -- Whetstone -- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates -- Whistle |