Post by Mori on Oct 8, 2015 14:09:39 GMT -5
Name: Mori Kaldaka
Screen Name: Tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Feral (free), Maddish (free), Bestial, Umbral
Country of Origin: Madder
Description:
Personality:
ENFP
Current Rank: Amber Adept
Current Dice: 2d50
Current Hit Points: 25 (Half Dice = 25 , Endurance = 0, Willpower = 0, Diehard = 0)
Defense DC: 15 (10 + Quickness)
INT= + 10 (+10 Lightning Initiative)
Physical Strike = +11 STR 1d20 roll + STR Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 (STR) Dmg + STR Bonus
Ranged Damage = +6 (QCK) Dmg + CHA Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [11]
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Skills
Diplomacy (CHA)- +0
Intimidation (STR or CHA) - +16 (+11 STR, +5 intimiadtion)
Bluff (CHA)- +0
Disguise (CHA)- +0
Stealth (QCK) - +10 (+5 QCK, Stealth +5)
Hide +10 (+5 QCK, +5 Stealth)
Insight (PER )- +0
Mark- +5 (bloodhounds mark)
Alert - + 5 (+5 Alert)
Mark +10 (+5 alert, +5 Bloodhounds mark)
Spot [PER] + 5 (+5 Alert)
Mark +10 (+5 alert, +5 bloodhounds mark)
Listen [PER] +5 (+5 Alert)
Mark +10 (+5 alert, +5 Bloodhounds mark)
Gather information- +5 (bloodhounds mark)
Athletics [QCK or END] +10 (=5 QCK, +5 Athletics)
Climb [QCK or END] - +10 (+5, QCK, +5 Athletics)
Jump [QCK] +10 (+5 QCK, +5 Athletics)
Swim [QCK or END] - +10 (+5 QCK, +5 Athletics)
Acrobatics [QCK] - +10 (+5 QCK, +5 Athletics)
Tumble [QCK] +10 (+5 QCK, +5 Athletics)
Balance [QCK] +10 (+5 QCK, +5 Athletics)
Rogue Talents
Disable Traps [QCK] +5 QCK
Lockpicking [QCK] +5 QCK
Thievery [QCK] +5 QCK
Locate Traps [PER] +0
Escape [QCK] - +5 QCK
Sleight of Hand [QCK] - +5 QCK
Appraise [PER] - +0
Gather Info [CHA] +5 CHA
Knowledge [INT] +0
Mark- +5 (bloodhounds mark)
Ride [QCK] - +5 QCK
Nature [INT] - +0
Use Object [QCK]- +5 QCK
Primary Class: Support
Class Bonus: 2 Free Support skills
Primary Profession: Bloodhound
Profession Bonus: Bonus - "Bloodhound's Mark" A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
Automatic Skills: Choose 1 free bloodhound skill.
[The Bloodhound specializes in hunting down fugitives, and bringing them in dead or alive. They are the bounty hunters of our world.]
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race:
Shadow Wolf (lycanthrope/Natural feral born)
Racial Weakness (if applicable): Light/Prisimatic (double damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Shapshifting
Racial Skill: Beastial Fury
Racial Skill: Shadow Form (evade)
(crystal) 1. Alert
(crystal)2. Acrobatic
(crystal)3. Stealth
(crystal)4. Althetic
(crystal)5. Self healing
(support) Scent
(support) Darksight
(flaw) Double Tech
(topaz) Sidestep (evade)
(topaz) Dead men are poor men (evade)
(topaz) Rapid Intimidation
(profession) Bloodhound's Mark
(amber) Demoralizing Stare
(amber) Power Attack
(amber) Track
(cyrstal)Flavor: Lighting Initative
(crystal)Flavor: Beastspeak
(crystal)Flavor: Shadow Walk
(topaz) Flavor: Intimidation
(amber) Flavor: Trackless Step
(teamwork)
Flaws
Flaw 1: Feral Born
Flaw 2: Aggressive
Flaw 3: Beastial Instinct
Weapons with dice effects / enchantments:
Primary Weapon: *Feral Lunge [1d8] 3500gp
*Feral Lunge [1d8] 3500gp (double tech)
Secondary Weapon:
Ranged Weapon: Composite Shortbow 2d6
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Total Def: +20 (+11 dalmund Chain Shirt, +4 bracers, +5 ring of circumvention)
ONE ITEM PER SLOT
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: +4 DEF Amulet of Armor
Torso/Body: -Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Armor: Dalamuud Chain Shirt +11 def
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Bracers +4
[Worth: 7,000gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1. - Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
2. Ring of Circumvention [Ring]
This rune covered bone ring boosts your ability to dodge and roll, jump and swing yourself out of the way of incoming attacks, giving you a +5 Mundane DEF based on your evasive maneuvering.
Ring of Regeneration [Ring]
This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8000gp]
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. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
2. Leaxo's Wayfinder [Magic Item]
This bronze and silver magical device functions as a compass. 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.
[Worth: 3000gp]
3.
4.
5.
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: Tales0fbeauty
Alignment: Chaotic Good
Languages: Common, (2 more) Feral (free), Maddish (free), Bestial, Umbral
Country of Origin: Madder
Description:
Personality:
ENFP
Current Rank: Amber Adept
Current Dice: 2d50
Current Hit Points: 25 (Half Dice = 25 , Endurance = 0, Willpower = 0, Diehard = 0)
Defense DC: 15 (10 + Quickness)
INT= + 10 (+10 Lightning Initiative)
Physical Strike = +11 STR 1d20 roll + STR Bonus (to hit the Defense DC)
Magical Strike = +0 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = +11 (STR) Dmg + STR Bonus
Ranged Damage = +6 (QCK) Dmg + CHA Bonus
Magic Damage = +0 Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= +0 Intelligence Bonus
Save agst Magic = +0 1d20 roll + Willpower Bonus
Traits
Strength [11]
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Skills
Diplomacy (CHA)- +0
Intimidation (STR or CHA) - +16 (+11 STR, +5 intimiadtion)
Bluff (CHA)- +0
Disguise (CHA)- +0
Stealth (QCK) - +10 (+5 QCK, Stealth +5)
Hide +10 (+5 QCK, +5 Stealth)
Insight (PER )- +0
Mark- +5 (bloodhounds mark)
Alert - + 5 (+5 Alert)
Mark +10 (+5 alert, +5 Bloodhounds mark)
Spot [PER] + 5 (+5 Alert)
Mark +10 (+5 alert, +5 bloodhounds mark)
Listen [PER] +5 (+5 Alert)
Mark +10 (+5 alert, +5 Bloodhounds mark)
Gather information- +5 (bloodhounds mark)
Athletics [QCK or END] +10 (=5 QCK, +5 Athletics)
Climb [QCK or END] - +10 (+5, QCK, +5 Athletics)
Jump [QCK] +10 (+5 QCK, +5 Athletics)
Swim [QCK or END] - +10 (+5 QCK, +5 Athletics)
Acrobatics [QCK] - +10 (+5 QCK, +5 Athletics)
Tumble [QCK] +10 (+5 QCK, +5 Athletics)
Balance [QCK] +10 (+5 QCK, +5 Athletics)
Rogue Talents
Disable Traps [QCK] +5 QCK
Lockpicking [QCK] +5 QCK
Thievery [QCK] +5 QCK
Locate Traps [PER] +0
Escape [QCK] - +5 QCK
Sleight of Hand [QCK] - +5 QCK
Appraise [PER] - +0
Gather Info [CHA] +5 CHA
Knowledge [INT] +0
Mark- +5 (bloodhounds mark)
Ride [QCK] - +5 QCK
Nature [INT] - +0
Use Object [QCK]- +5 QCK
Primary Class: Support
Class Bonus: 2 Free Support skills
Primary Profession: Bloodhound
Profession Bonus: Bonus - "Bloodhound's Mark" A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
Automatic Skills: Choose 1 free bloodhound skill.
[The Bloodhound specializes in hunting down fugitives, and bringing them in dead or alive. They are the bounty hunters of our world.]
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race:
Shadow Wolf (lycanthrope/Natural feral born)
Racial Weakness (if applicable): Light/Prisimatic (double damage)
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Shapshifting
Racial Skill: Beastial Fury
Racial Skill: Shadow Form (evade)
(crystal) 1. Alert
(crystal)2. Acrobatic
(crystal)3. Stealth
(crystal)4. Althetic
(crystal)5. Self healing
(support) Scent
(support) Darksight
(flaw) Double Tech
(topaz) Sidestep (evade)
(topaz) Dead men are poor men (evade)
(topaz) Rapid Intimidation
(profession) Bloodhound's Mark
(amber) Demoralizing Stare
(amber) Power Attack
(amber) Track
(cyrstal)Flavor: Lighting Initative
(crystal)Flavor: Beastspeak
(crystal)Flavor: Shadow Walk
(topaz) Flavor: Intimidation
(amber) Flavor: Trackless Step
(teamwork)
Flaws
Flaw 1: Feral Born
Flaw 2: Aggressive
Flaw 3: Beastial Instinct
Weapons with dice effects / enchantments:
Primary Weapon: *Feral Lunge [1d8] 3500gp
*Feral Lunge [1d8] 3500gp (double tech)
Secondary Weapon:
Ranged Weapon: Composite Shortbow 2d6
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Total Def: +20 (+11 dalmund Chain Shirt, +4 bracers, +5 ring of circumvention)
ONE ITEM PER SLOT
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: +4 DEF Amulet of Armor
Torso/Body: -Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Armor: Dalamuud Chain Shirt +11 def
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Bracers +4
[Worth: 7,000gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1. - Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
2. Ring of Circumvention [Ring]
This rune covered bone ring boosts your ability to dodge and roll, jump and swing yourself out of the way of incoming attacks, giving you a +5 Mundane DEF based on your evasive maneuvering.
Ring of Regeneration [Ring]
This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8000gp]
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. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
2. Leaxo's Wayfinder [Magic Item]
This bronze and silver magical device functions as a compass. 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.
[Worth: 3000gp]
3.
4.
5.
Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms, below are two of the most popular:
Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items
bedroll 2
belt pouches 2
blankets 2
backpacks 2
burlap sacks 2
bullseye lantern
bottles 4
bucket
compass
candles 4
canvas 2
empty flasks 2
empty vials 4
flint & Steel
Grappling Hook
Hammock
latern and oil flasks 2
rations 4
sewing needel
soap
hemp rope 50 ft
sealing wax
spyglass
small steel mirror
tent
waterskins 2
Wineskisn 2
whetstone
wodden cups forks, spoons bowls plates 4 each
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)