Post by sorcha on Aug 16, 2015 22:21:25 GMT -5
Faerie Name: Sorcha ni Fiona
Kith: Sidhe
Court: unseelie
House: Fiona
Seeming: Wilder
Occupation: Sorceress and Charmer
Hair: Lavender tinted Silver
Eyes: Winter green
Height: 6'3
Weight: 150 lbs
Unseelie Legacy: Cerenaic
Seelie Legacy: Paladin
Weakness: Cold Iron
Languages Spoken: Common, Sylvan, Elven, Crystal- Common Sign , Topaz- City Markers , Amber- Drow , Sapphire- Dwarven, Emerald- Planar Common , Ruby- Ancient
Adventure Status
Rank: Ruby Captain
Dice : 2d88
Hit Points: (67) Base: +44, Diehard +5, Willpower +8, Amulet of Health +10
Defense DC: (22) Base: +10, Quickness +12
Melee Strike: (12) +12 Qck
Arcane Strike: (13) +13 Charisma
Ranged Strike: (12) Quickness +12
Traits
[ Charisma ] [13][ Quickness ] [12][ Willpower ] [8]
[ Endurance ] [0][ Intelligence ] [0][ Perception ] [0] [ Strength ] [0]
Flaws
1. Distinctive- Sorcha was Blessed,..or was it Cursed with her Seemings Birthright, even when in her Mortal seeming, the radiant features of the Sidhe's Fae Mein shine through like a beacon of light. This makes her highly memorable,..and very hard to disguise herself against recognition.
Penalty: -2 on Disguise Checks
2. Ill-Fortune- Sometime in Sorcha's life she pissed off and got a duke made in her youth,..by not accepting his advances and well he did a little tinkering with fate and turned it against Sorcha.
Penalty: The first time you roll a critical hit in any adventure, mission, quest, etc - you must immediately reroll your strike.
3. Flirt: Sorcha is an Unseelie Fiona, they love danger and they love passion even more, if they can have abit of fun while danger is afot,..all the better!
Penalty : First round of any combat, you spend flirting instead of fighting.)
Class Info
Primary Class : Support
Class Bonus : 2 Skills
Primary Profession : Charmer
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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 Spell DC
Secondary Profession : Mage
Profession Bonus : "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Gear
Primary Weapon: Call the Blood 1d8 Invocation
Secondary Weapon : Balefire 1d8 Evocation
Ranged Weapon :
Hidden Weapons :
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1 Extra Attack Item :
1. Extra Defense Item :
Head: Earring of Persuasion +5 Dip
Face:
Neck: Lions head amulet +10 HP
Torso: Fizzwinken's Mystical Utile Stashing Corselette
: This incredible red strapless corset is edged and decorated with black silk, including a lovely black silk bow in the front. The inside is lined in red silk covered in arcane sigils and mystical designs. Not only does this corset function as a bodice of holding granting five extra magic slots, but it boosts one's magical prowess enabling you to gain a +2 to invocation or evocation dice. So a 1d6 evocation will now do 1d8 damage when worn. This is normally worn in the torso slot.
Body (Armor): Armored Ink +13 Def/ Faekissed +2 Def against Racial Weakness
Coat/cloak:
Waist: Chain of Adaption
Legs:
Arms/Wrist: Armbands +2 Def/ Ornate +3 Dip.
Hands: Arcanist's Gloves: These sleek blue gloves bear tiny golden stars across the knuckles. Wearing these gloves allows you to cast regged spells in combat one gemstone rank higher than your own rank. So for instance if you are Sapphire ranked, your regged spells are considered Emerald rank to determine effects and damage.
Feet:
Body Mod: Arcane Finger Sleeves I, II
Shiftweave outfits
-Elegent Ballgown
-Winter Clothing
-Adventure OUtfit
-Magi Robes
-Velvet Choker
Rings
1. Ring of Persuasion +5
2. Ring of Shields ***** [Ring] When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions
as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield. [Worth: 2000gp]
---Heraldic Crest, Insight * This is an enchantment that can be placed on shields. No shield can have more than one heraldic crest. This crest is emblazoned with a soaring owl. The bearer gains a +3 bonus on Spot and Search checks. Once per day, the shield casts see invisible on the bearer allowing them to see any invisible or ethereal creatures for one round of combat.
---Frightful ** This enchantment can be placed on one's armor, shield or buckler. Once per combat, you may use the Frightful enchantment to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run!
---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.
3. Willpower Ring +2
4. Ring of Stalking: 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.
Consumables
1. Full Heal Potion x 3
2. Wand of Full Heal (10/10)
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Free Slot Items
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Magical Pack Items
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Mundane Pack Items
1. Scimitar 1d6 (Strapped to pack)
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Skills
(racial) Elven Beauty: Elven Beauty : Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
(racial) Self Healing: 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.
Ruby - 26
(racial) Racial Weakness Resistance: This is a catchall resistance for racial weaknesses, giving you a +2 defense against your racial weakness.
(support) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire.
(support) Augmented Alchemy: Augmented Alchemy: An alchemist is now able to make 3-Use Potions for use or sell. A 3-Use potion is just as it says, you get three uses out of one potion! You may also sell 3-Use Potions for more money.
(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 crystal) Lightning Initiative: ou are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
(flavor crystal) Polyglot: Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once.
(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) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) 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.
(crystal) Magical Affinity: Magic Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(crystal) Craft Magic Item: This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others. You may choose one type of CMI crafting per gemstone rank, and be sure this is listed very clearly on your dossier.
Crystal- Weapons/Weapon techs / Invocations
Topaz- Inkantation
Amber-Wandcraft
Sapphire- Magical Jewelry
Emerald- Magical Clothing
Ruby- Magical Armor/Armor Techs
(teamwork)
(charmer) Charming Beauty: Charming Beauty : A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(flavor topaz) Sexy And You Know It: The character’s appearance is enhanced, making them look the best they ever could. The charmer gains a +5 to any Charisma-based rolls against humanoids of an appropriate gender/persuasion that could find them attractive.
(topaz) Advanced Crafting: This skill gives a crafter a one-time +10 bonus to crafting points, and gives you a bonus of 5 crafting points per week that can be used for any type of crafting skill.
(topaz) Sensual Healing: Once per combat, a Charmer may heal any one target for as many points as their Charisma bonus. This is done with a caress, kiss, or other type of sensual touch to the target.
(topaz) Command Pleasure Zones: The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are stunned and unable to attack for one round of combat. You must physically be able to touch the target, and allow them a Willpower save of DC10 + the Charmer's Charisma. If they fail, no damage is done but they are stunned for one round only.
(flavor amber) Carouser: The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs.
(amber) Ecstasy: The gestures of the charmer, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit. The term person includes any bipedal human, demihuman, or humanoid of giant-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. The person receives a Willpower save vs the Charmer's Charisma roll. If the person fails the saving throw, he/she loses all Quickness bonus to Defense DC, causing them to have a DC10 for one round of combat.
(amber) Sealed with a Kiss : You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC. Charmers may take this skill even if they do not meet the CHA prerequisite. This is an innate skill.
(amber) Shadow Form: Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
(arcane) Eldritch Master: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate.
(flavor sapphire) Aura of Lust: You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
(sapphire) Clothes to Chocolate/Oil: A charmer with magical ability can turn one's clothing into chocolate, or sweet scented oil. The target gets a willpower save of 1d20, DC15 against this ability, if they pass then the ability did not work. If they fail, their clothes have turned to chocolate or oil (per charmer's choice) and they lose all mundane defense boosts for the rest of the combat (leather armor, bracers, clothing, etc but not magical defenses) unless they take one round to dress themselves again instead of attacking. Their clothes are nearby neatly folded when this spell is successful.
(sapphire) Redirect: Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
(sapphire) Double Invocation: You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is an innate skill.
(flavor emerald) Charlatan: You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff.
(emerald) Extra Rings: Your familiarity with forging magic rings allows you to make use of more rings than normal. If you are a crafter of magical rings, then you may wear one extra ring for a total of three magical rings. If you are an Arcane (Primary) crafter of magical rings, you can wear two on each hand for a total of four magical rings, and all function normally.
(emerald) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(emerald) Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
(Free Flavor) Noble Bearing: The inborn grace and style common to all sidhe lends them a certain presence that's readily apparent to any who look upon them. They seem to recover from any misstep without missing a beat, and even pooka have a hard time finding ways to embarrass highborns. This gives a +3 to Diplomacy Rolls.
(ruby) Point Blank Spells: You are adept at using your magic in close melee combat. 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.
(ruby) Paragon Invocations : You are able to further enchant magical invocations to give them 2 extra dice sides, such as a (1d5) becomes (1d7). This invocation will be known as a "paragon" invocation.
(ruby) 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.
Ruby - 26
Obsidian - 30
(ruby Flavor) 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.
(mage Prof) Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.