Post by Original Delusion on Dec 6, 2015 20:11:16 GMT -5
" He says I'm his redemption. I say he's held my heart in his hands"
Name:
" Echo " Forth creation of Amos, first true success.
Screen Name:
Original Delusion
Alignment:
Lawful Neutral
Languages: Common, Planar Common (free), Inhepic, Runin
Country of Origin:
Thanes / Plane of Mechanus
Description:
" The entire oasis has been blessed in some way to be a boon to a traveler from the water, the fruit that grows there and even the trees themselves." These were the words that played in the woman's head as she'd gone traveling. Looking for this place to be the first to find it and bring back proof it existed. It had been a tale told by her elders amongst the many others that were told about different places in the lands that harbored either great findings of the curious mind of monstrosities that shouldn't be tampered with.
The problem came when the unexpected sand storm hit and she was caught in it with no place for refuge. She'd been all wrong in her direction and not so much as come close to what she'd been searching for. The storm leaving her dead within the sands. It was a man that stumbled upon her while looking for survivors after the storm. She would make a fine specimen for the artificer that had come along and offered odd means of healing and vitality in return for safe haven, and hospitality.
She was taken back, and after hours of work her eyes opened and adjusted themselves to the pitch black room. Things had changed. Her heart beat in an odd manner, a clockwork heart.lungs having been removed and redone to make it so she didn't have to breath. As when she tried out of habit, nothing happened. Stomach and intestines replaced with a source of feeding her boy what it needed. She'd never felt better. The downfall She didn't remember anything. The only clue she'd been left was the name imprinted on metal tag within her left Wrist." Echo"
Personality:
Echo behaves with cold rationality and have a no-nonsense attitude toward life.As most Mechanatrix do. She was retained and taught to be more martial minded becoming an excellent weapon. Highly skilled in Martial art pertaining to the Duel-Wielded gun powered weapons She is also a firm believer in law and does whatever she can to fight chaos and bring order to tumultuous areas.
Current Rank: Amber Adept
Current Dice: 2d50
Current Hit Points: 36 (Half Dice = 25 , Endurance = 3 , Willpower = 3, Diehard = 5)
Defense DC: 20 (10 + Quickness)
Traits
Strength [0]
Quickness [10]
Endurance [3]
Willpower [3]
Intelligence [0]
Perception [0]
Charisma [0]
Primary Class: Combat
Class Bonus: 1d Extra 1/ combat
Primary Profession: Fighter
Profession Bonus: Fighter's weapon- +3 damage (DMG) and +3 Strike with that favored weapon
Primary Weapon: Bladed Crossbow [ x 2] [1d4 melee] [1d8 ranged]
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Mechanatrix
Racial Weakness (if applicable): Water
Flaws: Rough Demeanor, Aloof, Reflex to magic.
*Crystal*
Racial Skill: Electrical Affinity- Electrical attacks heal half the damage instead of harming at all, so for instance an electrical attack of 20dmg would heal 10hp. They are immune to Electrical damage.
Racial Skill: Shocking Grasp- Any weapon or unarmed attack by a mechanatrix is naturally considered "shocking" (electrical), though this can be turned off and on as they wish.
Racial Skill: Alert- +5 Spot &Listen
Class: Combat Affinity
Flaw: Cheat Death
Flavor: Daredevil Athlete- +5 bonus on a single Acrobatics or Athletics, Escape or Ride check.
Flavor: Knowledge- Architecture & Engineering ||Dungeoneering || Monster Lore
Flavor: Strong Stomach- You cannot become nauseated
1. Die Hard- 5 toHP
2. Push to the Limit- +5 to any Endurance rolls
3. Dexterous Figther
4. Duel-Wield
5. Acrobatic- +5 to all Acrobatics Checks.
(CC)
Teamwork: Brilliant inspiration- You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
*Topaz*
Flavor: Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell.
1. Side Step- Evade
2. Parry -Evade
3. Protective Parry- Evade +1
*Amber*
Flavor: Clarity of Vision: Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.
1. Compel Hostility: Whenever a creature that you can see makes an attack against one of your allies, you can instantly compel that creature to attack you instead. The original target remains unscathed, and the attack is now made against you, regardless if the strike they rolled would normally hit you or not. You cannot use any type of evade against this attack. This can be used once per combat.
2. 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.
3. Extension of Self : The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
COMBAT - Double Roll
*Sapphire*
Flavor:
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3.
*Emerald*
Flavor:
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3.
*Ruby*
Flavor:
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3.
*Obsidian*
Flavor:
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3.
Weapons with dice effects / enchantments:
Primary Weapon: Bladed Crossbow [ x 2] [1d4 melee] [1d8 ranged] 5,000gp
This light crossbow is crafted entirely from metal to make it as strong as possible. A small blade sits beneath the prod, allowing a character to use this as a melee tool as well. A bladed crossbow functions as a dagger when wielded in melee.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
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: 2000gp]
Face/Eyes:
Neck: Amulet of Tears [Neck]
Adorning a glossy silver chain, a spiral of pearl teardrops circles a colorless crystal sphere. An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points. These hit points last for one full combat; they don’t stack with any other temporary hit points from any source. You may activate the amulet once per combat.
1 charge: 6 temporary hit points.
2 charges: 12 temporary hit points.
3 charges: 18 temporary hit points
[Worth: 11,000gp]
Torso/Body:Bodice of Holding [Torso]
(Female Only)
What female wouldn't want to pull cool things out of their cleavage? A bodice of holding allows you to gain five extra magic item slots.
[Worth: 5000gp]
Armor: Hide Armor (Medium) +15 DEF
Cloak/Shoulders: Brooch of Alertness [Varied] This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as
tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
Waist:
Legs:
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Hands:
Feet: Rogue's Boots [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
Body Mod:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
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2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
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Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)