Post by curiouslybound on Nov 27, 2015 20:43:53 GMT -5
Name: Lily Terrwyn
Screen Name: CuriouslyBound
Alignment: Chaotic Good
Languages: Common, Gnomen (free), Sylvan, Planar Common, Elven, Dwarven, Zorcan, Thieves Cant (Polyglot)
Country of Origin: Offworld
Rank: Sapphire Champion
Dice: 2d64
Hit Points: 37 [+5 INT (Mind Over Body)]
Defense DC: 23 [10 + QCK + 1 (Fast and Small)]
Mundane Defense: 23
Magical Defense: 5
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [5]
Perception [3]
Charisma [1]
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat.
Race: Kender
Racial Weakness (if applicable): n/a
Skills
(racial) Fearless
(racial) Acrobatic
(racial) Darksight
(racial) Small and Fast
(flaw) Bottomless Pockets
(support) Alchemy
(support) Lucky Duck
(flavor crystal) Polyglot (Elven, Dwarven, Zorcan, Thieves Cant)
(flavor crystal) Bottoms Up
(flavor crystal) Lightning Initiative
(crystal) Stealth
(crystal) Ledge Walker
(crystal) Escape Artist
(crystal) Dirty Trickster
(crystal) Dexterous Fighter
(teamwork) Darting Retrieval
(rogue) Disable Device
(flavor topaz) Daredevil Athlete
(topaz) Incite to Anger
(topaz) Alert
(topaz) Cheat Death
(amber flavor) I Remember this One!
(amber) Advantageous Avoidance
(amber) Immunity to Charm
(amber) Lockpicking
(combat) Combat Affinity
(sapphire flavor) Mind Over Body
(sapphire) Sidestep
(sapphire) Victor's Luck
(sapphire) Augmented Alchemy
Combat Maneuvers
Evades
Elusive Target: You are very hard to hit when you want to be.
Float Like a Butterfly: You are in constant movement around the battlefield, enabling you to evade an incoming attack.
Attacks
Backstab: You can strike quickly with unarmed or weapon, when your opponent's back is turned, giving you a one time boost to attack. (QCK vs QCK)
Spinning Jump Kick: A powerful jumping kick, in which the character spins around in mid-air, gaining extra torque. It is very hard to pull off, but it can be a very damaging move! This is a one time attack. (STR vs QCK) or (QCK vs QCK)
Dual Maneuvers
Crane Retaliation: When you evade damage, you may make a counter attack immediately against the enemy that attacked you.
Flaws
Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Favorite Target
For one reason or another, you find yourself the chosen target of the enemies your party fights. It could simply be some unseen curse, or maybe you tend to infuriate the enemies immediately with name calling, or any other reason but they always go for you first!
Penalty: When you and fellow party member(s) are engaged in combat, any member of the opposing side aware of your presence will always attack you first. You must let the DM know of this flaw before combat begins, preferably at the start of any mission or quest.
Inattentive
Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings.
Penalty: You suffer a -2 penalty on all Listen, Search, Sense Motive, and Spot checks.
Quirks
Fidgetophoric
Cant seem to hold still. At all. Must always be moving.
Disorganized
You are disorganized and clutter seems to follow you where ever you go.
Primary Weapon: Lavalash
A lavalash is a 1d6 whip that seems to be made of a thin strand of molten lava. The handle of the whip is made of obsidian and remains cool to the touch. This whip inflicts lethal damage. A hit with the lavalash causes a burst of flames.
Secondary Weapon:
Ranged Weapon: Explosive Sling
The stones launched from this sling [1d3] explode into flames.
Hidden Weapon: Dagger of Entry
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3.
Extra Attack Item:
Extra Defense Item:
Head:
Face: Tracking Mask
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
Neck: Amulet of Armor [+5 DEF / +5 Magic DEF]
Torso: Badge of Svirfneblin
This brooch is little more than a hunk of gray rock studded with a number of colorful, uncut gems and wrapped in tarnished metal wire. While wearing this item, you gain darkvision out to 30 feet and a +5 bonus on Hide checks.
Body (Armor): Kyton Armor [+18 DEF]
This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round.
Cloak:
Waist:
Arms/Wrist:
Hands: Gloves of Manual Prowess
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch. Gloves of manual prowess allow you to temporarily excel at tasks involving fine manual dexterity. They grant a +5 to Use Object, Disable Device, Lockpicking and Sleight of Hand checks you are asked to make.
Feet: Smuggler's Boots
These otherwise normal high boots have hinged heels that swing open to reveal small storage spaces. Each can hold one very small consumable such as a vial of poison. In addition, the inside lining of the boot can be removed to hide thin, flat objects like a map or slender dagger. It requires a successful Search check (DC 22) to locate items hidden in the boots.
Left Heel: Albedo Potion
Left Lining:
Right Heel: Full Heal Potion
Right Lining:
Body Modification:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Potion of Waterbreathing (This potion allows you to breathe underwater for 30 minutes.)
2. 3 x Albedo Potion
3. 3 x Full Heal Potion
4. 4 x Cure Disease Potion
5.
Magical Pack Items (Backpack of Holding)
1. Coventina's Blessed Everfull Mug
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
A blessing upon Lily's mug, once per day, the liquid formed from this mug will grant a full healing.
2. Rogue's Toolkit
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
3. Magic Bedroll
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
4. Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
5. 4 x Stone of Avonmyra
This smooth small stone can be used to solidify water so it can be walked upon, or to release it back to water form. Please check with the DM before it is used.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Mundane (non-magical pack Items) [Bottomless Pockets]
Animal Call, Compass, Butterfly Net, Bell, Glass Bottles, Candles, Chalk, Empty Flasks, Caltrops, Empty Vials, Fishnet, Flint & Steel, Grabbling Hook, Hourglass, Ink, Ink Pen, Parchment, Magnet, Manacles, Marbles, Money Belt, Mortar & Pestle, Rations, Sewing Needle, Sealing Wax, Soap, Spyglass, Small Steel Mirrors, Unlit Torches, Waterskins, Wineskins, Whetstone, Whistle, Box of Gold Powder [Worth: 150gp], Ladle
Gold: 34,250
Unused Loot
]| Lily Terrwyn || Sapphire Champion|| Support/Rogue, Combat || 2d64 || 37hp ||DC 23 || Flaws: Curiosity, Favorite Target, Inattentive || Weakness: n/a |[
Screen Name: CuriouslyBound
Alignment: Chaotic Good
Languages: Common, Gnomen (free), Sylvan, Planar Common, Elven, Dwarven, Zorcan, Thieves Cant (Polyglot)
Country of Origin: Offworld
Rank: Sapphire Champion
Dice: 2d64
Hit Points: 37 [+5 INT (Mind Over Body)]
Defense DC: 23 [10 + QCK + 1 (Fast and Small)]
Mundane Defense: 23
Magical Defense: 5
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [0]
Intelligence [5]
Perception [3]
Charisma [1]
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat.
Race: Kender
Racial Weakness (if applicable): n/a
Skills
(racial) Fearless
(racial) Acrobatic
(racial) Darksight
(racial) Small and Fast
(flaw) Bottomless Pockets
(support) Alchemy
(support) Lucky Duck
(flavor crystal) Polyglot (Elven, Dwarven, Zorcan, Thieves Cant)
(flavor crystal) Bottoms Up
(flavor crystal) Lightning Initiative
(crystal) Stealth
(crystal) Ledge Walker
(crystal) Escape Artist
(crystal) Dirty Trickster
(crystal) Dexterous Fighter
(teamwork) Darting Retrieval
(rogue) Disable Device
(flavor topaz) Daredevil Athlete
(topaz) Incite to Anger
(topaz) Alert
(topaz) Cheat Death
(amber flavor) I Remember this One!
(amber) Advantageous Avoidance
(amber) Immunity to Charm
(amber) Lockpicking
(combat) Combat Affinity
(sapphire flavor) Mind Over Body
(sapphire) Sidestep
(sapphire) Victor's Luck
(sapphire) Augmented Alchemy
Combat Maneuvers
Evades
Elusive Target: You are very hard to hit when you want to be.
Float Like a Butterfly: You are in constant movement around the battlefield, enabling you to evade an incoming attack.
Attacks
Backstab: You can strike quickly with unarmed or weapon, when your opponent's back is turned, giving you a one time boost to attack. (QCK vs QCK)
Spinning Jump Kick: A powerful jumping kick, in which the character spins around in mid-air, gaining extra torque. It is very hard to pull off, but it can be a very damaging move! This is a one time attack. (STR vs QCK) or (QCK vs QCK)
Dual Maneuvers
Crane Retaliation: When you evade damage, you may make a counter attack immediately against the enemy that attacked you.
Flaws
Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Favorite Target
For one reason or another, you find yourself the chosen target of the enemies your party fights. It could simply be some unseen curse, or maybe you tend to infuriate the enemies immediately with name calling, or any other reason but they always go for you first!
Penalty: When you and fellow party member(s) are engaged in combat, any member of the opposing side aware of your presence will always attack you first. You must let the DM know of this flaw before combat begins, preferably at the start of any mission or quest.
Inattentive
Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings.
Penalty: You suffer a -2 penalty on all Listen, Search, Sense Motive, and Spot checks.
Quirks
Fidgetophoric
Cant seem to hold still. At all. Must always be moving.
Disorganized
You are disorganized and clutter seems to follow you where ever you go.
Primary Weapon: Lavalash
A lavalash is a 1d6 whip that seems to be made of a thin strand of molten lava. The handle of the whip is made of obsidian and remains cool to the touch. This whip inflicts lethal damage. A hit with the lavalash causes a burst of flames.
Secondary Weapon:
Ranged Weapon: Explosive Sling
The stones launched from this sling [1d3] explode into flames.
Hidden Weapon: Dagger of Entry
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3.
Extra Attack Item:
Extra Defense Item:
Head:
Face: Tracking Mask
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
Neck: Amulet of Armor [+5 DEF / +5 Magic DEF]
Torso: Badge of Svirfneblin
This brooch is little more than a hunk of gray rock studded with a number of colorful, uncut gems and wrapped in tarnished metal wire. While wearing this item, you gain darkvision out to 30 feet and a +5 bonus on Hide checks.
Body (Armor): Kyton Armor [+18 DEF]
This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round.
Cloak:
Waist:
Arms/Wrist:
Hands: Gloves of Manual Prowess
This pair of fine, charcoal-gray leather gloves is exceptionally comfortable. They are so well made that they do not impair the sense of touch. Gloves of manual prowess allow you to temporarily excel at tasks involving fine manual dexterity. They grant a +5 to Use Object, Disable Device, Lockpicking and Sleight of Hand checks you are asked to make.
Feet: Smuggler's Boots
These otherwise normal high boots have hinged heels that swing open to reveal small storage spaces. Each can hold one very small consumable such as a vial of poison. In addition, the inside lining of the boot can be removed to hide thin, flat objects like a map or slender dagger. It requires a successful Search check (DC 22) to locate items hidden in the boots.
Left Heel: Albedo Potion
Left Lining:
Right Heel: Full Heal Potion
Right Lining:
Body Modification:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Potion of Waterbreathing (This potion allows you to breathe underwater for 30 minutes.)
2. 3 x Albedo Potion
3. 3 x Full Heal Potion
4. 4 x Cure Disease Potion
5.
Magical Pack Items (Backpack of Holding)
1. Coventina's Blessed Everfull Mug
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
A blessing upon Lily's mug, once per day, the liquid formed from this mug will grant a full healing.
2. Rogue's Toolkit
This kit contains the tools you need to quickly and expertly pick a lock, or check for traps. It gives you +5 to Rogue checks.
3. Magic Bedroll
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
4. Rope of Climbing
60 feet of very thin rope capable of holding up to 5,000 lbs. It obeys it's owners commands to move and tie itself to where the owner wishes it to.
5. 4 x Stone of Avonmyra
This smooth small stone can be used to solidify water so it can be walked upon, or to release it back to water form. Please check with the DM before it is used.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Mundane (non-magical pack Items) [Bottomless Pockets]
Animal Call, Compass, Butterfly Net, Bell, Glass Bottles, Candles, Chalk, Empty Flasks, Caltrops, Empty Vials, Fishnet, Flint & Steel, Grabbling Hook, Hourglass, Ink, Ink Pen, Parchment, Magnet, Manacles, Marbles, Money Belt, Mortar & Pestle, Rations, Sewing Needle, Sealing Wax, Soap, Spyglass, Small Steel Mirrors, Unlit Torches, Waterskins, Wineskins, Whetstone, Whistle, Box of Gold Powder [Worth: 150gp], Ladle
Gold: 34,250
Unused Loot
]| Lily Terrwyn || Sapphire Champion|| Support/Rogue, Combat || 2d64 || 37hp ||DC 23 || Flaws: Curiosity, Favorite Target, Inattentive || Weakness: n/a |[