Post by Hyo Jin Pyo on Oct 15, 2015 22:09:40 GMT -5
Hyojin: "Where is this place again?" As he steps through a door he's drawn.
(( Hyo Jin Pyo - email: ibrushstrokei@aol.com ))
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[ HyoJin Pyo - Arcane/Spellborn/Support, Sapphire Shield - 2d68 - 53hp (34 +7 int +3 wp +4 spellborn body, +5 diehard) - Self Heal (18) - Def DC 20; TW Tribal Mentality]
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BASIC FACTS
BASIC FACTS
Race: Vishkanya
Size: Medium
Racial Weakness: None
Alignment: Chaotic Neutral
Languages: Common, Vishkanya (free)
Country of Origin: Offworld
Chosen Deity: None
Storyline: Obsidian Heart Adventuring Company
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STATUS FACTS
STATUS FACTS
Primary Class: Arcane
Secondary Class: Support
Secondary Class: Support
Profession: Spellborn
Class Bonus: Spell Saves +2
Rank: Sapphire Shield
Dice: 2d68
XP: 309
GP: 49,422
Crafter Points: 160
Reputation: 7
Rezzes: 5/5
Defense DC: 20 (10 + 10 Quickness)
Hit Points: 53
(Half Dice = 34, Intelligence = 10, Willpower = 3, Diehard = 5, Spellborn Body = 4 )
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TRAITS
Strength [0]
Quickness [10]
Endurance [0]
Willpower [3]
Intelligence [7]
Perception [0]
Charisma [0]
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WEAPONS/ARMOR
Defense: Scroll of Unarmored Tech [ 20 DEF (Medium) ]
Weapon: (Main) Elquillar ☼
Elquillar is an elven curveblade [2d8], but it is able to become any type of sword, scimitar or dagger. Such a transformation occurs whenever the wielder desires another weapon to appear, without taking a round to switch. Multicolored runes appear spelling out its name appear on the blade regardless of its current shape or any efforts to conceal them. Elquillar's master may alter his own shape and gain a +5 to Disguise while the blade is kept on his person. When Elquillar is grasped in hand, its wielder's mind is unable to be read. Finally, whenever this weapon touches (or wounds in combat) a creature that is in anything other than his natural form, Elquillar returns the target to its true shape; such as a dragon in human form, a lycan, a polymorphed creature, doppleganger or changeling.
Weapon (Off-hand): Hurricane Quarterstaff ☼ ☼ ☼
This quarterstaff (2d4) is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per combat, the wielder may spin the hurricane quarterstaff and create a gust of wind instead of doing damage with the quarterstaff itself, the gust of wind does the 2d4 damage and has the ability to knock the target to his feet if they fail an Athletics Check of DC15.
[Worth: 4,000gp]
Weapon: (Ranged) Bow of the Steppes ☼
This composite short bow grants a +5 on Ride Checks, and no special checks need to be rolled in order to use the bow while mounted.
[Worth: 7,000gp]
[Cloak] Comfortable Cloak
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
[Torso] Tunic of the Vishkanya
This black tunic fits neatly beneath armor. It allows the wearer to compress himself to fit through tight spaces as needed. While using the tunic's magic, he gains a +5 bonus on Escape checks. If a vishkanya is wearing the tunic, once per day they can pass an Escape check without need of a roll.
[Worth: 2000gp]
[Torso] Black Leather Armor +6 DEF
[Hands] Black Leather Gloves +4 DEF
[Feet] Leaxo's Boots of Travel [ Equipped ]
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, on command for 1 round when the wearer moves, he can move up to twice as far as he normally would be able to move. Most humanoids can move between 20 to 30 feet in one round, so these would allow up to a 60 foot movement in one round.
[Worth: 1,000gp]
[Feet] Rock Boots [Stored]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
[Worth: 3,000gp]
[Ring]
Ring of Gnomekind (Held; Wear when needed)
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
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ITEMS
1 Bolt of Greysilk from Zyon ( Quest Loot 10/21/15 )
2. Emerald (worth: 1000gp / Quest Loot 11/4/15 )
3. Peridot (worth: 50gp / Quest Loot 11/4/15 )
Potions/Vials:
1.) 1 Vial of Zyonian Sacred Spring Water (Treat as Holy Water)
POSSESSIONS
Pen, Pencils, Paints, Paintbrushes, Sketchbook, Scrolls, Portfolio Pack ( a pack that holds art supplies ), Sheath, Leather Gloves, Outdoor Cooking Supplies (Utensils, Pots, Tinderbox, Matches), Tent, Waterskins, Bedroll, Blanket, Mundane Rope.
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SKILL LIST
Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Spellborn: Bonus - "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
(arcane bonus) Magical Affinity:You have innate or learned magic ability. You cannot use magic in OH without this skill.
(spellborn) Psionic Affinity: You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
(racial) Immunity to Poison/Venom
(racial) Toxic Affinity: Your saliva and blood are toxic, and can be applied to a weapon, giving that weapon an extra 2d3 damage. This can be used once per combat. This also allows a vishkanya who takes Alchemy to have Poisonmaking for free. [ you need a weapon to use this!]
(racial) Sleep Venom : This skill causes your toxic venom to put someone to sleep instead of doing damage. This may be used once per combat, acting as a Hold skill. Your target gains an Endurance save of DC15.
(arcane) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(flavor crystal) Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill
(flavor crystal) 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. This is an innate skill.
(flavor crystal) ) 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) Counter Attack : If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(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. [ Inkantation] Prerequisites: Magical or Psionic Affinity
(crystal) Alchemy: Alchemy allows you to craft potions and alchemical items. You must also have this skill if you wish to take a Poisonmaking skill.
(crystal) Inkantation : You are able to inscribe magical tattoos. Please see the tattoo list as to what you can inscribe (approved tattoos only).
(crystal) Entrepeneur : You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold
(topaz) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat.
(topaz) Spellborn Body: Your mind reinforces your body. For every gemstone level you reach, you may add 1 extra hit point. This is an innate skill.
(topaz) 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.
(flavor) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
(amber) Augment Summoning: Creatures summoned through registered spells earn a +2 to strength or quickness.
(amber) Enraged Casting : Once per combat, you can channel your magical energies to cast a more powerful spell. You may add a +2 to the DC of your saving throw. For instance, if you are an Amber rank and have a natural 15, you'd claim this skill and it would become a 17 that your opponent would have to roll to save.
(amber) Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
( Note for Innate Spell - Will Choose when my Spell Application is approved. )
(flavor) Four Eyes, Four Ears: It is very difficult to blind or deafen you. You may roll two saves against any attempt to blind or deafen you, and take the better roll.
(Sapphire) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(Sapphire) 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 an innate skill.
Prerequisites: Acrobatic, QCK 10
{Sapphire) Eldritch Focus: This skill allows a spellcaster to double their Intelligence (INT) bonus for damage when casting an attack-based regged spell. If your regged spell does damage (Attack, AoE Attack, Duals that include Attack or AoE Attack) then you may double your INT bonus for damage once per combat when you cast a regged attack spell in combat.
Prerequisites: Magical or Psionic Affinity
(Flavor) Nimble Feet: You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
Prerequisite: Acrobatic Skill
(Support) Opening Act: A bard knows quite well they need to jump on opportunities when they arise. This enables a bard to take first spot on the scoreboard, or gives them a +5 to Initiative Rolls when needed.
Prerequisite: Bard
(Support) Performance: You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours. Some examples are: Comedy, Dance, Drama, Poetry, Erotic Dance, Instrument (flute, lute, drums, etc), Juggling, Mime, Storytelling.
Prerequisite: Bard, Charmer, Swordmaster, Thief Adept, Rogue, Charmer, Swashbuckler, Druid or Noble
(Teamwork) Tribe Mentality: You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.
Simple Store - cost: Free with Entrepreneur Skill
Single Floor, 50 feet by 50 feet, or kiosk, 1 small backroom or storage facility.
Payment: d250gp
If you also have any crafting skill, you gain an extra 5CP a week.
(teamwork) OPEN