Post by eona on Dec 5, 2015 15:36:28 GMT -5
Eona Snowdottir
(sn eonasnowdottir)
Alignment: CN(sn eonasnowdottir)
Languages: Common, Abyssal, Sylvan, Battle Signs
Country of Origin: Offworlder
Description:
Personality:
Current Rank: Amber Adept
Current Dice: 2d50
Current Hit Points: 33
Defense DC: 18
Defense: 35
Flaws
1. Bad Reputation
2. Bad Seed
3. Bad with Animals
(Animals, and cats in particular, tend to become unsettled or spooked in Eona's presence)
4. Impious
Traits
Strength [4]
Quickness [8]
Endurance [2]
Willpower [1]
Intelligence [0]
Perception [1]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Fighter
Profession Bonus: +3 Strike/+3 Damage
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Original
Racial Weakness: 1.5 Cold Iron damage
Chosen Skills
(3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill: Nightmarish Mind
You are resistant to madness, and gain a +3 to all rolls against madness or insanity spells, skills or effects.
Racial Skill: 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
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Racial Skill: 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.
Flavor: Evil Brand
The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers. Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 bonus on Diplomacy, Insight and Intimidate checks made against evil creatures. (As yet unrevealed IC)
Flavor: Old Salt
You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
Flavor: Daredevil Athlete
You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
Flavor: Lightning Initiative
+10 to init rolls.
Flaw: Darksight
The ability to see in total darkness up to 60 feet.
Combat: Combat Affinity
Teamwork: Tag Team Fighter
If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent.
1. Equipment Tricks
Hurl Scabbard: You may draw your weapon in such a way that you hurl your scabbard whirling off to strike a targeted creature with an extra 1d5 damage. This is treated as a ranged attack, you may still make your normal attack along with the hurled scabbard. This can only be done once per combat, your first attack when you draw your blade.
Knotted Weapon: You can use a knotted length of rope as a two-handed weapon (much like a spiked chain) that inflicts bludgeoning damage of 2d4. [Flavor]
2. 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.
3. Diehard
You gain 5 extra hp
4. 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.
5. Acrobatic
6. Counterattack
7. Sudden Charge
Once per combat, target loses one turn if they fail their Endurance save of DC10 + Fighter's QCK.
8. Parry
9. Magical Affinity
10. Dexterous Fighter
Use quickness (QCK) instead of strength (STR) for adding to damage
Weapons with dice effects / enchantments:
Primary Weapon: Saber [1d6]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item
(Such as something that absorbs dmg, or a shield.)
Ioun Stone (pearly white spindle) [Magic Item]
This ioun stone heals you up to 10hp per combat. Ioun stones orbit around the user's head.
[Worth: 2,000gp]
Head/Headband
The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2,000gp]
Face/Eyes
Neck
5 Amulet of Armor +5 DEF
Torso/Body
Such as shirt, vest, vestments, cassocks or tabards.
Armor
Traveler's Plate +22 DEF (Medium)
Cloak/Shoulders
Waist
Legs
Arms/Wrist
Leather Bracers +5 DEF
Hands
Leather Gloves +3 DEF
Feet
Boots of the Winterfell
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
[Worth: 6000gp]
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 Evasion
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
2.
Consumables
(Up to five types, no limit on how much of each type.)
1. Happy Tree Sap - This tree sap is very sticky, and can be used as a very powerful adhesive. It is also quite toxic, and when applied to a weapon, causes the target to take 2 additional damage each round until they pass an Endurance save with a DC: 15. Enough for 3 uses.
2. Happy Tree Ornament Bomb - This Yule ornament is filled with a gaseous form of the Happy tree sap. When thrown it explodes into a cloud ten feet by ten feet, dealing 1d6 poison damage to any who breathe it in. The cloud remains in place for 2 rounds after placement, and anyone remaining within it takes additional poison damage each round as they breathe in the cloud
3.
4.
5.
Magical Pack Items
(Up to five magical / wondrous items.)
1.
2.
3.
4.
5.
Mundane
(non-magical pack items)
Other Information
(You can put age, description, status, children, etc)
Spells