Post by Ellis Strata on Jul 19, 2015 21:53:49 GMT -5
State: Doji Hoturi - Emerald Marshal - Devout/Monk, Combat - 2d76 - 58 HP (5 End, 5 Wlp, 10 Amulet) - 22 DDC - Weakness: Holy (x2) - (Self Heal: 22) - Flaws: Code of Honor, Chivalrous Courtesy, Xenophobic
Vitals
Name: Doji Hoturi
Screen Name: swordofatrophy
Alignment: Lawful Good
Race: Spirit (Human originally)
Size: Medium
Racial Weakness: Holy (x2)
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'10" 182, White Hair, Blue eyes, Mostly unseen on his chest is a scar where a demon prince tore his heart from his chest, Since he is a spirit, he has a gold glow around his body that is mostly unseen and surpressed unless he is distressed.
Doji is a Samurai, and thus he is in tremendous physical shape. He's also comparatively handsome and was quite the ladies man, when he was alive.
Personality:
Doji is a man between worlds. He is friendly, by nature, though Ariths customs are foreign to him, and to some he comes off as aloof or arrogant. Always walking the line between guarded smiles and distrusting words. Though as a Samurai, honor and duty are key, and in the absence of a clan, the Obsidian Heart will have to do.
Star Sign
Date: 5/5
Sign: Ettin
Bonus: You are a skeptic and very perceptive, you are able to pass one Insight check a day.
Under: Crescent Moon
Bonus: You gain a +1 to Spot and Insight checks.
Languages: Common, Umbral, Free, Free
Country of Origin: Offworld (Rokugan)
Chosen Deity: Lady Doji, the Kami of the Crane Clan
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Devout
Class Bonus: Devout- "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide. (Doji's heart is missing, so there's a large scar on his chest. As the cause of his death, it's the closest thing to a symbol. He also radiates a faint golden glow, that he can surpress when he's calm, but it flares up when enraged or distressed)
Primary Profession: Monk
Class Skill: Bonus "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Traits
Strength [0]
Quickness [12]
Endurance [5]
Willpower [5]
Intelligence [0]
Perception [4]
Charisma [0]
Reputation.
Reputation: 19
Reputation Bonus: +1 to Diplomacy/Gather Info / -1 to Intimidate/Bluff
Skills.
Race Skills
(racial) Rejuvenation: In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself, just as the spirit was, within a certain amount of time. Roll 1d4 dice, the roll is how many days it will take for your ghost character to be restored. A rezz is still lost when this happens, but you do not need to have anyone perform a rezz, as you automatically are rejuvenated when you die. Using a rezz coin will cause you to be rejuvenated instantly, without a loss of a rezz.
(racial) Tomb Taint: You are healed by negative energy, and take damage from positive energy instead much like undead.
(racial) Self Healing: You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. (Crystal - 10)
(flaw) Two Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill.
Class/Profession Skills
(devout) Combat Affinity: Innate Fighting Style, Can use combat maneuver
(topaz - Monk bonus) Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5.
(combat) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is a constant skill.
Flavor Skills
(flavor crystal) Underwater Breather: You are able to breathe underwater.
(flavor crystal) Walk the Walls: You can run straight up a wall for a few seconds (8 feet) without making a climb check.
(flavor crystal) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor topaz) Piercing Thought: So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks, and allows the monk to auto-pass one Insight check per day.
(flavor amber) Cloud Step: You are able to walk upon the air for a distance not exceeding 50 feet, and must end on a solid surface.
(flavor sapphire) Ledgewalker: You can move at full speed without need of an Acrobatics check when you are balancing on narrow surfaces.
(flavor emerald) Transcend Suffering: A monk is able to survive comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make any Endurance saves.
(flavor custom 3rdAn) Smooth Talker: Sometimes you find the right words, no matter what the circumstance. Once per day, you can auto pass one Diplomacy check. This is considered a success by 1. At Emerald, it is a success by 6. At Obsidian, a success by 11.
Combat Skills
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
(crystal) Dexterous 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.
(topaz) Steel Soul: A steel soul monk has chosen to forgo the use of unarmed attacks and instead chooses a weapon to use, which gains all the boosts from the Monk Profession's "Chi Blow" ability.
(topaz) Divine Health: You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick.
(topaz) Focused Strike: Channeling that legendary force within the monk's body, and unleashing it out in one devastating attack. Through concentration, training, and sheer force of will, the monk can add more power to their strike than their body should have been able of holding. The effect is that the monk may add 1d extra to their attack (meaning if they were 2d they may roll 3d). ONE time use in combat.
(amber) Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat.
(amber) Flurry of Blows: A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
(amber) Ki Focus: You have reached the very apex of your training. The sum of your lessons, the ability to siphon out all the commotion in combat and narrow your attention to that one moment. Focusing on nothing but your strike, you channel all your inner energy into one devastating attack. Rolling your combat dice twice, once per combat.
(sapphire) Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
(sapphire) Crane Riposte: When you use the Crane Wing skill, you may make an immediate counter attack upon the target after evading the damage, one per combat.
(sapphire) Pre-Emptive Strike: Like reading the scriptures upon which your lessons were inscribed, you too read the subtle movements of your opponent. You are able to see the method of their attack, which allows you to reach out and deliver a strike of your own before they connect their attack. Once per combat, you may turn the damage meant for you back upon your attacker.
(emerald) Martyr: This ability allows the cleric or monk to draw onto themselves, any condition (ie: disease, illness, curse) from a single target. This ability can only be used once every 24 hours. This ability can be used even if the monk or cleric possesses an ability that prevents them from being able to contract diseases, gives them immunities and the like. If successful, all conditions and the requirements to the conditions (such as having to be healed in a certain amount of time or a curse not fading until a certain action is done or a amount of time has passed). This ability cannot be used on those affected with vampirism and can only be used on those infected with Lycanthropy if the infection is recent (within 24 hours) and before the first change.
(emerald) Back To Your Feet: This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
(emerald) Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(teamwork) Concerted Attack: You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in melee combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
Skill Checks.
Spot: (PER 4)(Star 1)(Bracers 2) = +7
Listen: (PER 4)(Bracers 2) = +6
Search: (PER 4)(Bracers 2) = +6
Locate Traps: (PER 4)(Bracers 2) = +6
Disable Traps: (QCK 12)(Bracers 2) = +14
Lockpicking: (QCK 12)(Bracers 2) = +14
Escape: (QCK 12)(Bracers 2) = +14
Acrobatics: (QCK 12)(Acrobatic 5)(Bracers 2) = +19
Athletics: (END 5) or (STR 0)(Athletic 5)(Bracers 2) = +12/+7
Diplomacy: (CHA 0)(Alluring Tongue 5)(Bracers 2)(Glamerweave 5) = +12
Intimidation: (STR 0)(Bracers 2) = +2
Bluff: (CHA 0)(Bracers 2) = +2
Disguise: (CHA 0)(Bracers 2) = +2
Stealth (Hide, Move Silent): (QCK 12)(Bracers 2) = +14
Insight: (PER 4)(Piercing Thought 5)(Star 1)(Bracers 2) = +12
Handle Animal: (CHA 0)(Bracers 2) = +2
Ride: (QCK 12)(Bracers 2) = +14
Swim: (STR 0) or (END 5)(Bracers 2) = +2/+7
Appraise: (PER 4)(Bracers 2) = +6
Gather Info: (CHA 0)(Bracers 2) = +2
Use Object: (QCK 12)(Bracers 2) = +14
Save against Disease/Poison: (END 5)(Bracers 2)(Stamina 2) = +9
Willpower Save: (WLP 5)(Iron Will 3)(Bracers 2) = +10
Flaws.
Code of Honor: You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
Chivalrous Courtesy: You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
Xenophobic: You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Penalty: You take a –2 penalty on Diplomacy and Insight checks made against creatures of a different race or from a different culture.
Weaponry.
Primary Weapon: Obsidian Glaive (Paragon *2, 2d10, Criticals on 19-20)
Enchantments:
Absolute ☼ ☼ ☼ ☼
Once per combat, the damage from an absolute weapon cannot be prevented. Evades, reflects or anything that would prevent the damage cannot be used. Only magical defense is allowed against the damage.
Called ☼
A called weapon can be teleported to the wielder's hand even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A called weapon must be in a creature's possession for at least 24 hours for this ability to function.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face:
Eyes:
Neck: Magical Locket +7 Mag/Mun Defense (Enchant: +10 Health)
Torso:
Body (Armor): Astral Driftmetal Breastplate (19 def mun/mag)
Enchantments:
Nimble ☼ ☼ ☼
This enchantment upon a Medium or Heavy Armor allows you to increase your Max QCK by 1, so if this is on a Medium Armor your max QCK would be 13, if on Heavy Armor your max QCK would be 9.
Stamina ☼ ☼
This armor or shield enchantment gives the bearer a boost of +2 for any Endurance saves you are asked to make.
Cloak: Glamerweave Cloak +4 Mag/Mun Defense
Glamerweave is a fine, light fabric that has delicate illusions woven into the threads. The color of glamerweave seems to shift subtly and is hard to describe, but this property is makes for a striking and strangely beautiful appearance. A character wearing glamerweave clothing gains a +5 bonus on Diplomacy checks.
This is NOT an Armor Material
Phantom
This enchantment can be placed on an item to allow you to strike, whether unarmed or with a weapon, incorporeal creatures.
Waist:
Arms/Wrist: Butterfly Bracers [Arms/Wrist]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
[Worth: 6,500gp]
Hands: Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
Feet:
Body Modification: Monk's Tattoo (Crane, Back)
Stage I: This gives a monk an additional +5 DMG to their unarmed strike bonus.
Stage II: This gives the monk a +4 to their Defense, this defense rating cannot raise above your normal cap. It defends against mundane or magical attacks.
Stage III: This gives the monk a +1 bonus to their Def DC while in combat, this does not give any Quickness trait points, just the defense DC.
Rings: (Up to two active)
1. Ring of Stalking [Ring]
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
[Worth: 4,000gp]
2.
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Sack of Air [Magic Item]
This sack contains meadow or sweet coastal air that can sustain a traveler high in the mountains. Inhaling its contents grants the user all the benefits of normal breathing despite the high altitude for 3 hours. It can be used once per day. The bag can be refilled by leaving it open to catch a lowland breeze.
[Worth: 1000gp]
2. Leaxo's Chalice [Magic Item]
This bronze chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
3. Jar of Portal Dust [Magic Item]
This jar of colorful dust is called Portal Dust. You need only toss it out for it to form a portal to wherever it is you were thinking of when you used the dust, the portal stays open until the dust dissipates. There is enough dust for three uses.
[Worth: 1000gp]
4. Restoration Stone [Magic Item]
A restoration stone is a piece of smooth river rock, any sharp edges long worn away by years of water and sand erosion. When placed upon a creature’s skin, the stone removes 2 points of temporary trait damage (either of the same ability or two different abilities - for instance if someone has lost 1 point of STR and 1 point of INT OR 2 points of STR). Only one restoration stone can be placed on a creature at any one time. The stone can be used twice per day.
[Worth: 6,000gp]
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Magical items left in storage at the Obsidian Heart Inne
Collar of Healing [Animal Companion]
This collar heals your animal companion or familiar up to 20hp a day. You can use it in increments, such as only healing 5hp in one combat, and 10 in another or later on during the adventure.
[Worth: 3,500gp]
Plague Mask [Head]
This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items as this only technically takes up your head slot (not face/eyes). It grants the wearer a +3 bonus on saving throws against disease. Once per day, the user can remove disease on a single creature touched or on themselves.
[Worth: 2,500gp]
Eelskin Leather [Armor] ☼ ☼
This +8 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. (Light Armor)
[Worth: 7000gp]
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Rank and Statistics.
Rank: Emerald Marshal
Dice: 2d76
Experience Points: 468
Gold: 28,375
Rezzes: 5/5
Defense DC: 22 (10 + 12 Quickness)
Defense: 30/30 (mun/mag)
Hit Points: 58 (Half Dice = 38, Endurance = 5, Willpower = 5, Amulet = 10)
Initiative Roll: +12
Attack - Glaive
Attack roll: 1d20 + 12 Qck
Combat Dice roll: 2d70
Weapon Damage: 2d10
Damage Bonus: +12 qck (dex fighter) + 6 2 handed weapon + 5 chi blow/Steel soul + 3 Calm Mind
Attack Specials: Critical 19-20
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: